Visit, Review: Anthropological Horror
SadSquare Studio takes the baton from Kojima and Konami to the concept of P.T. in a complete and cool horror game.
So far and so hard it has been said about P.T. and the subsequent disappearance of Silent Hills that makes one feel that wound healing that is still fresh in the collective imagination is reopened and avoided every time the conversion is restarted. However, days like today show that its story, though incomplete rejoicing in what he liked directly or indirectly in the middle. Months before it hit the PlayStation Store, Capcom had already planned Resident Evil 7 as a return to more personal horror with a first-person perspective, but an efficient reception of P.T. He ended up securing that path as the right one and led to revivals of all things wonderful in a saga that had been suffering from a strong identity crisis for years.
Other creators chose not to reclassify the comparable media or reputable franchises to recreate the show itself when Konami decided to cut its losses and remove it from the virtual repository, or produce new games that inspired the work of the Hideo kojima. Unfortunately, Allison Road suffered a similar fate and disappeared from the map, however Visit, after a successful Kickstarter and a long time in Early access, its development is both finally completed and reached in its final version Pc good Playstation 4 and Xbox One. CHUN “Lucy” (chapter issued October 2018) and «Dolores» (July 2019) now adds an unpublished third part, “Rakan”, along with a parallel search with them all ending with the end result. Visage is already a complete game and it’s over time to consider it that way.
3 + 1: A variety of scares and concepts
Of course, despite the fact that they are complete – beyond the corrections or changes that can still be implemented SadSquare Studio by updates—, that episodic format is one of Visage’s key features. All three chapters with their own names (Lucy, Dolores and Rakan) serve as small independent incidents who acts, acts and ends with their own ceilings before we are allowed to initiate any rest. The order, sea, up to the player (we can start directly with Rakan even if it is the latest addition) and the structure, although it is quite separated if we compare it with the classic producers of the genre, both of them give more information about the house where most of the game takes place how to restore that awareness of new threats and design changes.
The principle of this opposition is linked to the Horror of Survival from its origin, where the backtracking with newly constructed keys or pieces to solve puzzles it was sometimes used to capture players without a guard. Resident Evil has already made art for her at the time of Spencer’s Mansion and P.T. it took it to interesting new ends by imagining development as a continuous loop through a path introducing random or major changes based on very cryptic actions, of which we were often unaware. For its part, Visage tries to create a hybrid a meaningful exploration of a multicultural residence combines with ongoing surprises, ranging from small scares (lights going out, strange noises) to the descent into the most extreme paranoia as the chapters increase and the danger becomes more tangible.
Interacting one of these chapters with one of the three objects fixed to it (the interface makes it clear which one and asks not to do it by mistake) is a necessary condition for access to the majority of the house, which takes a kind of exploration at first something more traditional and to some extent common – there are no keys and missing doors named to match – but then it turns towards its own events and dynamics, also getting into a more psychological horror: dependence on the selected chapter, the game use soundtracks, the appearance of new objects, spots or even spectra to guide us towards the objectives in a clearer way than P.T., but with still room for cryptic cases or brain tumors.
Home, Seriously, it changes in part to suit each situation. Although tied to the magazine level in a way that is largely up to the player ‘s interpretation, the building as a physical entity is the main link and relies on changes to the decoration of some rooms to show that these stories took place at different times and with a variety of tenants. In the skin of Dwayne, a mute protagonist whose chapter is not clearly named because it is the connecting framework between the others (beginning, arbitration and end), we explore the history of the house figuratively and literally, interact with the previous occupants and find out the plays they suffered before we came out. It’s a concept that allows you to not only get more out of your home, but also tackle different types of in-game proposals.
Lucy: In the shadow of P.T.
Having established that the order is free, Lucy’s chapter is worth mentioning first because it was issued earlier and is the one that best illustrates the influences of P.T. like use light-related mechanical. Taking notes from Amnesia: The Dark Crescent, Visage offers a sanity meter that becomes visible as it is it is reduced by shocks (like a clock that hears, a TV that turns on) or stay in the dark. A small observation reveals that it works lightly, sometimes allows you to pass through light-free corridors without consequences and other times it suddenly accelerates to pressure, but despite this it is a valuable feature because it works in in conjunction with other systems that contribute more. substance with gameplay rather than simple exploration.
One is use pills to regain sanity. These are found in small boats during so-called inspection and storage dynamic inventory – limited to five squares – to be consumed where necessary. Whereas there is no such life in Visage, instant deaths when some creature catches us, these pills are the ones closest to us for managing and using medicines from other games. Under normal conditions, appearances like Lucy herself are promoted through light or sound effects (it is recommended to play with headphones or a good sound system, rather than in favor of immersion, due to its great play utility) and They leave a generous margin to flee, but with their low humility, they have a free hand to catch us whenever you want.
The other main system is player control of lighting: practically every lamp in the house has a switch, which can be manually activated to turn them on and create a cozy atmosphere, more like a game atmosphere like Gone Home than at any Silent Hill. But, some of these lamps do not work, introduce another aspect of management through the replace bulbs which we find scattered, and also they can be turned off randomly based on the level of sanctity or certain predefined events. In that case — and with particular emphasis on Lucy’s chapter — the player can turn to confidence candles —Are their own plates and kangaroos to be planted, and exempt from paranormal phenomena – and that lighters which allows us, as well as turning them on, to guide ourselves in the midst of the fullest darkness they inevitably sometimes throw at us.
These lighters do not last but do not prevent a decline in sanctity, even though they are ultimately our best allies, something that can never be missing from the inventory, especially since a sanity indicator typically loses relevance when chapters move to exclusive zonesWhile they all start in common parts of the house, their progress always ends in areas where studying different types of challenges or, why not say so, is frightening. For Lucy, we end up in labyrinthine corridors where the lighters stop working and demand the game use the flash camera to light rooms at present where we meet a new friend. If someone doesn’t like it jump scares, this is definitely the chapter that will make it worse.
Chapter Dolores, though not exempt from its share of fear, it is where Visage moves to the next level. Where it falls under the shadow of P.T. and comes close to a Silent Hills theorist stretching out his formula for several hours. As in so many other indie horror-related others, the combat game still doesn’t work, but he backtracking, the use of inventory and puzzle solving is reminiscent of some classics from the 32-bit era and beyond, when developers were still tightly controlling what each camera displayed. Progress is less cryptic and we rely so much on following “spectrum tips” or resorting to trial and error and understanding what goes where, where we have yet to explore , and how the knot of unattached design.
As in Lucy’s chapter, Dolores introduces own articles, though to match in a more natural way with the structure of the house, fatten it and create the most complex search tasks of the game. That said, the decision to disable some doors to create a bottleneck between the two main blocks (upper and lower) is also striking, which initially works in favor of that reversal principle we discussed earlier, but in the long run is able to a dynamite an backtracking for not allowing the alternative routes from which the pre-modified design arose and requiring it to cross and cross sections in which the player is interrupted by short transition sequences or is limited to walking forward.
Dolores: Mimbres from Classic Survival
It may not be as serious as it sounds in writing – it will depend on how fast each player feels most comfortable or whether they are forced to make more trips than necessary because of the track of their goals. to lose – it’s just a small one. fissure in what otherwise rises as a high Visage point. Chapter Dolores and her husband appropriately recounts the recurring elements of Silent Hill as impossible architectures, grotesque images, hellish environments and – Mark in a more realistic and in-depth way— everyday problems such as dementia and its effects on the family nucleus. It’s also something that’s covered in Lucy’s chapter or other parts of the game (topics like depression or addiction are introduced without much squeamishness or subtlety), but here it describes the best form at each level.
Search fragmentation in several simultaneous tasks, the ease with which walk between hyperrealism and feverish delusions, presence puzzles that require a pause to carefully discover clues (written notes, sound recordings, drawings, etc.) or use a a wider and more diverse store of goods than keys, the lighters or camera practically protect this part at the entry price on its own – it’s also the longest of the group, requiring 3 to 4 hours to complete first. Of course, it’s ultimately up to each player to decide on their favorite chapter, but in this one it’s pretty easy to see the basics for a sequel that not only shoulders with indie horror references, but with high-profile medium productions. -profile too.
Speaking of indie horror we come to Rakan, later additionality and also the one that marks the greatest distances for the previous ones. Maybe in an effort not to overuse the house, most of this chapter takes place in a hospital which, at least soon, is a dubious reminder of another Kojima game: The Phantom Pain. As for playing, though, he’s more mind-boggling about the Outlast saga, ditching elaborate puzzles of sanity and Dolores to speed up progress and engage in some dyes that don’t take much rest. There are still times to explore and search for keys or other items – as well as a new kind of eye-catching puzzle – but the design is more linear and the rhythm, more intense.
The speed of the character, in fact, increases significantly (which opens a tangent because by default, in the rest of the game, it would not hurt to accelerate the movement a little more while running). In a sign that further distinguishes this part from the general gameplay, the inventory is emptied (though we lose nothing, things in our possession resemble like pills when we return home) and the use of lighters is attenuated with a flash of light for unlimited use. So, there is no place for management and backtracking it is also reduced, the goal is almost always to find the way out in a more scripted scenario than usual.
This raises an interesting dilemma and that is, on the one hand, Rakan works as a counterpoint to the slower and smoother horror of Lucy and Dolores, which makes sense in terms of differentiating them and keep fresh development that can rise over ten hours if we complete all three chapters (plus further exploration we’ll talk about below) of the draw. But on the other hand, if evaluated by itself, it can also be seen as the weakest of the three, a step backwards (especially near Dolores) in terms of design and mechanics sacrificing the will of the popular player. . to create a more dynamic and effective experience.