![]() ![]() ![]() You are able to detect which areas will feature these horrendous chase sections from a mile away, as they are usually large and full of flickering light bulbs. It’s a pain during platforming sections, as to be expected: camera angles make the act of properly knowing where you can or cannot jump way harder than it should. Most of the time, you’re exploring linear puzzle sections or dealing with issues caused by the game’s fixed isometric perspective. There is no subtlety or buildup in In Nightmare‘s level design. That little butterfly thingy is your companion throughout the game, and you can control it with the right analog stick. While dealing with simplistic key-based puzzles and the occasional clunky platforming section is something I eventually grew used to, dealing with a poor man’s version of Amnesia, where you are constantly being chased by invisible monsters, was not. I legit couldn’t find a better verb to describe these sections other than “endure”. He becomes a shut-in, experiencing many nightmares whenever he sleeps, where past traumas and imagery pertaining to depression turn into monsters which hunt him down in dream-like levels full of puzzles and chase sections to endure. The fact that a painfully clunky and ungodly boring walking simulator released for the PlayStation Vita managed to tackle this topic in a more realistic and less cartoonish manner is actually baffling, now that I think of it.Īnyway, In Nightmare is about a boy whose family is tearing itself apart. Being a topic that hits home to me, it truly bothers me when I see a developer tackling this kind of subject matter in such a tone deaf kind of way. The dreaded kind of horror game that uses monsters and not-so-subtle imagery to tell a tale about depression. In Nightmare runs pretty poorly for a PS5 game. ![]()
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