Everybody’s Gone to the Rapture

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Developer: The Chinese Room | Released: 2016 | Genre: Adventure, Facile

This was not just a walking simulator, but also the spiritual successor to Dear Esther from the same developer – one of the games that spawned that genre description.

And this time were were very literal about the first word in this game.

It was made in the same 3D engine used for Far Cry and Crysis. I explored a reasonably big English village totally devoid of people, with abandoned cars, still smoking cigarettes, and hot cups of tea. The game used a peculiar mix of a wide open non-linear town combined with the desire to lead me around in a linear manner, and to help with that, glowing “ghost” spheres were sometimes floating around, guiding me to new locations with more story to unveil.

The story was told in the form of placeholders made of light points representing the humans that originally had a conversion in various spots. Typically just a casual talk, a lovers quarrel or musings about a strange nose bleeding flu taking over the town. Most of these lasted barely half a minute or so and then I was on my way again, looking for the next scene.

Outlast

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Developer: Red Barrels | Released: 2013 | Genre: Adventure, Horror

I played over an hour of this horror sneaker, up until I was given an injection and put in a small cell. That was after the part where I had to restore power in the basement. I’m not a good demographic for horror games anymore, though. It takes a lot to scare an old geezer like me anymore. Sure, the jump scares can get me, but anyone can be surprised by a sudden shout in the neck.

Also, the hiding in the lockers reminded me too much of Alien: Isolation.

But the game was still well done. Good graphics, solid sound work, and the body awareness with hands and all was nice. Armed with only a camcorder, I could film stuff to take notes and switch on the night vision, which was frequently required in the often pitch black mental hospital. Sometimes there was a monster roaming an area, like the cellar where I had to turn on two gas pumps and a main breaker to restore power. Lots of sneaking and running around there.

There was a strange part in the beginning where I had to sneak past a few sitting brutes watching snow on a bloodstained television. They must have seen me, but they ignored me. I’m not sure if the fact that I had to do this was good design. If only I had felt the horror of this sequence.

Dr. Langeskov…

Developer: Crows Crows Crows | Released: 2015 | Genre: Adventure, Facile

This is probably one of the shortest narrative PC games I’ve ever completed. It barely took 20 minutes for one playthrough. Good thing it was free.

It was made by the same developer that made the hilarious The Stanley Parable, which I enjoyed back in 2014. However, this small spiritual successor was not as funny nor as imaginative. It had a meddlesome narrator again, commenting on my good or bad choices, but there were barely a few rooms to navigate with doors kept closed until it was time to move on.

All right, there were perhaps a few mild laughs from continuously hanging up phones, and the idea of pulling levers and pressing buttons to keep the real video game player behind the curtains busy was a great idea, but the length and the few rooms barely made it feel like a small DLC.

I started a second playthrough to check out the tape recorder and the audition tapes, but they were a little too forced and boring for my liking. I quit the game as I entered the tiger room.

Maybe the novelty of The Stanley Parable has already worn off.

6/10

The Wolf Among Us

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Developer: Telltale Games | Released: 2013 | Genre: Adventure, 3D

It took me precisely two hours to complete the first of five episodes in this cel shaded adventure game from the creators of a similar adventure game for The Walking Dead. It used the same 3D engine and a lot of the same rules and a heavy focus on story and dialog.

I won’t be going into the details of the story much. Fairy tale characters are living in New York, some are morphed into humans, some still resembling the fantasy animals they were. I controlled Sheriff Bigby Wolf, investigating clues found at murder scenes and sometimes pursuing or fighting brutes in action scenes with lots of arduous QTE popping up all over the place.

Bigby himself reminded me so much of Wolverine. They could have been twin brothers.

The dialog is typically around four choices with a timeout of varying length. Sometimes it was too short for me to make a proper decision, making me feel like a slowpoke. A few times I even had a choice of two locations or actions to decide between, and it actually seemed like putting one of the locations on hold had grave consequences.