![]() Later, piecing together a pistol from crafting parts and collecting a gas mask give the hub-like apartment a metroidvania-like unraveling, whereby you recurringly take one step forward and two steps back through the increasingly hostile hallways, which can morph into even more unsettling labyrinths right before your eyes a la Layers of Fear. The second tape feels plucked right out Alan Wake, and I don't mean that in any way suggesting offense. A much bigger open-world area dropped me into coastal town into Allen's mind (the name is apparently no coincidence), where a lighthouse's red gaze loomed on a threatening rotation, dealing damage whenever I was caught in it. Later, a dark presence (if you will), hunted me in the shadows while I manipulated light to outwit the angry spirit. While some of the story details are decidedly different, I felt like this newest tape was a deliberate homage to Alan Wake, and I'd be curious to know if that's true. It was pretty close, both mechanically and aesthetically speaking. Either way, it once more showed me the depth of gameplay on offer with In Sound Mind. ![]() This section was very much unlike the first tape, and there will be more tapes to explore in the full game, presumably each one as fresh as these. ![]() Some enemy encounters seem like they can be gamed in a way that breaks immersion, like running from "Inkblot" enemies until they despawn rather than face them head-on. ![]() Even the haunting Virginia seemed to stop slashing at me if I just kept running away when spotted, though I can also see how this is better than getting insta-killed by her with every failed try. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |