It always felt like I was supposed to do something on my own. I didn’t really get the slap on my own neck feeling out of this one, because the banter between the teacher and the mates sounded like mere filler. It turned out that I had to keep interacting with the school mates until one of them walked over to a fence and created an opening. I even ran back a long stretch, even though I had a little voice constantly telling this couldn’t possibly be it. I was stuck for a long time when the car stopped in front of the broken bridge. But silly me continued anyway, naively thinking that it was just a fluke and that the rest of the game couldn’t possibly be that punishing all the time. That should probably have been an omen that made me stop playing. That example above about being locked into a corner and killed multiple times, that happened as early as in the cemetery in the prologue. Whether you want to complete the game first or don’t give a hoot is up to you. Here I’m going into details with sometimes biased observations. There were also a lot of bosses of the frustrating kind that easily runs up to you and slashes you, before you have time to bring up the smartphone. The 3D engine sometimes flicked me back a few meters which was completely disorientating. Monsters could lock me into a corner and pummel me to death, after which a return from limbo would continue their almost unavoidable pummeling, still locked in the same corner. There were an abundance of invisible walls, a few bugs, and as said terrible design. In between there were also mild puzzles and keys to find.Īlthough some of the areas were surprisingly large, neither the textures nor the polygon count were impressing. To make matters even worse, some monsters were “camera bullet sponges” and had to be continuously snapshot. ![]() ![]() Being pummeled could lead to death, and this was shown as a limbo sequence running towards the light. A red vignette on the screen indicated that a spiritual being was close (sometimes invisible so the camera had to be held up to see it) and a blue vignette that an item or interaction was nearby. The heroine, a teenager on a trip with her teacher and school mates in a car, used a smartphone camera and its flash to scare ghosts and monsters. Although cliche of course, it had just the right amount of disturbing dread and jump scares, supported by a marvelous ambient background sound. The saddest thing is that the horror atmosphere was actually quite well done. DreadOut was a horror adventure that borrowed a lot from Silent Hill – even the dark style of the inventory, with big images of inventory items. If I could have gone back in time and told my older self what not to play, this would definitely have been one of them. It was really a shame coming from such a nice surprise as Lifeless Planet to this frustrating mess of bad design. Maybe this is something that would happen in real life if one witnessed what they did, but it doesn’t make for a very entertaining movie experience.Developer: Digital Happiness | Released: 2014 | Genre: 3PS, Horror By and large they just annoyingly scream and cry while huddled together in a group and paralyzed with fear. Sure, one guy is far more obnoxious than the others, but aside from Linda and maybe Jess, the friends play a fairly inconsequential role, making it difficult to root for their survival. There are no more than six people in entire the cast, but they’re so woefully underdeveloped that most of them are indistinguishable. Where Dreadout immediately falls short is the handling of its ensemble cast. After playing with the paper some more, a giant, black pool opens in the middle of the room, and Linda and her friend Jess are sucked through to a parallel world inhabited by all manner of ghouls and spirits looking to end the teens’ lives. After some playful joking, they wind up in a room that contains some cryptic pieces of paper that appear blank to everyone but Linda, who begins having a strange reaction to the place as if she’s somehow connected to it.
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