We come to a hotel as I mentioned above after you have found a topic that will remove our documentary program in the game. In this hotel where Cinayets are processed and serial killers are located, we are adventured to tell both audiences and present blood freeze events. However, unexpected events in this hotel occur, and the strangeities gradually appear. In this adventure where we are thrown in the game, it actually shows a new killer head in the hotel and we try to protect ourselves from this killer and recover. We’ve been pilled in the hotel and this is now our story and event.

Each character is basically a killer in our back, which we can control if the game allows, escape from this killer and get rid of its traps completely our business. So the ground floor shows itself, and not only walks from our back. Our depar throws but the killer is always able to cut our front and ride on our top with the cuts it uses.

Search for places on the straight road, and in this construction we crawl, we only enjoy ranging, and he wants to see the moment we feel desperate. In the game we log into voltage moments with killer enjoying this situation, we remain in case of saving each character and looking for the way out.

Horror moments jumpscare


We will constantly feel ourselves nervous in the game and we will be on the top of it. However, the status of being above this is caused only from the jumpscare event. That’s what we’ve met as a sudden in the game or a sudden high sound causes us to irreplace.

The fearful moments in the game are entirely that. In the remaining parts you can only feel stretched but you are not afraid. So the game lets us be afraid of removing inter jumpscare elements. Even the dosage of this is rising towards the end.

You can check each of the characters

As I mentioned above in the game, we are able to manually check the control of different characters in these voltage filled moments. However, these passes are not in line with our own request. Only if the game is allowed, it is offered to us.Characters located in the group in the game can drop separately, the characters that the killer ran can be different, and we are able to hand the control of these characters. Therefore, the control of all the characters in the group is handed out, we use them in the place, and we can benefit from the characteristic features of them and athletic properties.

Group members collecting the hands of pears


Different features of each character and each documentary member are different characters. However, the control does not move any character outside the character we take to our hands. This was the point of interest in the game. For example, we’re in a field, we’ve put this field into research, and we have a friend. This friend does not help us in any way, and in this nervous-filled environment it is only obliged to look around. This esnada only looks around and looks at what we do, perhaps who thinks about what we do. There is no situation to help outside this. Sanki is not included in this situation, as it is only folded as a audience.

This situation can become so drown in some parts, which can even prevent the moves we will do. For example, when it is to pass from a door, two characters stand in front of the door and prevent me from passing. So I can say that there are situations that break nerve. We’re not going to say that we’re trying to be blocked on top of these characters that don’t already help any way.

QTE system of course


You can control the characters in certain areas and certain areas in these constructions located in the horror series. We continuously achieve cinematic monitoring experience outside them. We can explore the characters in the game around the moment we check, find various notes and reveal the traces of the past. We can find these notes and items to understand both in the meaning of the story, interact with them and explore.

There are no action or fighting elements in the game. Instead, there is KTE system with quick press mechanics. This system often comes from us when we enter the traps or the killer. For example, when we escape from the killer, we remain in case of jumping from the top of the bowl. This is a key to us and we need to press it quickly. Otherwise, we’re wearing our foot and dropping on the ground. This negatively affects the departure of the character. So we need to pay attention to these situations in the game.

Who is going to staya


There is a selection-oriented structure as I mentioned above in the game. In this construction that completely leaves us, our selections decide which characters will survive. Thus, in certain intervals and selections are offered in certain times. Thanks to these selections, we can determine the course of a character and bring it to death or enlightenment.

The difficult selections in the game are offered to us, indeed the moments that we are moving to think about them are also present. So you need to take care of these selections in the game and think a little bit. There are many recents in the game and you need to survive all the characters to reach the happy end. In order to survive all the characters, we also need to make our selections correctly.

Rooms filled with salts

Rooms filled with dursun traps from Katil to escape often come across. If we open the door in the game, we are kitted from our back and constantly log into a drama. In order to get rid of this drama, we make a variety of effort to get rid of this drama, and eventually open a new door to killer. Thanks to this psychological experience that our killer offers to us, we continue two backs. Different surprises in the game are waiting for us. At that moment we have no longer been done at the time we find an outway or we call us a new door. So you can constantly react like aa aha in the game.

Horror house experience

We are not able to say that we have experienced a fear house experience in this construction group, which is constantly falling apart, we are not able to dominate our screams (of course) as we fall apart. Each character has different personality features in this construction that we call the exit path with the characters located in the game. Another character if a character is afraid of high is afraid of closed space. That’s why we’re trying to advance by considering these issues and we’re measuring the moves and selections according to these circumstances.

With the decisions we made in the game, the group member can also get discussions. For this situation, we need to consider choices. Being good or bad with a character, it actually shows variableness depending on our nevi selections. That’s why if we’re constantly going to opposite with a character, and our link with that character can not be as good as old.

A group of documentaryers are looking for many doors in this adventure, revealing the secrets of the past, interacting with many objects and logging in to a nervous atmosphere. This construction in the series is in the case that it is turned out between other games according to me.No matter the story or expressions of the characters remained a bit dull according to me. There are boring moments in this construction where logic errors are included in. We’ve ever seen to escape, the killer has enjoyed it, and this construction that we’ve planted in plain roads is currently selling from 479 Turkish lira (the term I’ve written, this price may vary) on Steam. By the way, we don’t take the curator to our presser.

.

Authors

Sebastian Kowalcyzk
Posted by :
Lead News Editor Indie game developer, music enthusiast

Leave a Reply

Your email address will not be published. Required fields are marked *

20 − three =