Follow the next war of exclusives – how to evaluate female football of the third division (if this exists at all). For the third year, he will soon go, and no epic confrontation, as it was, say, “GEARS of WAR against Uncharted“, And there is no close. All sequels, indie or not very impressive new IP like The Order: 1886.
Somewhere in the same series of “optional” exclusives Sony Holded and Until Dawn. The game did not get a wide advertising campaign, no one released special “gangs” and does not boast of the number of copies shipped or sold. And in vain, because it was confirmed by what I was hoping after the first press order: a new one came to us Heavy Rain. Honestly, sometimes “Live until dawn” devotes any game David Cage (David Cage), and this is the “Seller system” that PlayStation needs today.
The characters are uniformly on the screen time, but participation in history is not. Sam, for example, does not have time to talk heart to heart and reveal character.
I know what you did at the past level
From the very beginning I find myself in a very difficult situation: I need to tell about the game, which is actually impossible to discuss. She is all woven from surprises, it is pleasant to disclose them as they pass (and mandatory reproduction). I can’t even fully open the tie, because in the tenth minute a small plot turn is waiting – and there even wonderful entrance credits will not begin.
We limit ourselves to the fact that eight young people are isolated with a killer maniac in a mansion at the top of the mountain. In the next seven hours, the player will have to watch interactive cinema, stylistically parody generally everything: from “saw” and “Halloween” to “Pets cemetery”. Until Dawn Not just performs in the style of the youth horror – this is a real “tribe” genre, which is now almost replaced from the screens. Therefore, the game is not shy about literary quotes and cliches.
There is not a lot of gameplay here: the character falls on a more or less spacious location (for example, the basement of the mansion) and should wander along it, performing a primitive task. In most cases, it is enough just to go from one edge of the corridor to another to run into a cat-scene. Sometimes you need to find some small plot item.
When it is still possible to get to the video, the “Kinoigr” scheme begins at first glance: press the buttons sequence during the video, and the hero will successfully perform the action. Sometimes a gamepad, sometimes decide whether to go left or right. Nothing new. But…
This is the fundamental difference from the same Heavy Rain. There are two “logic” events there: the player successfully copes with pressing the buttons or fails. The variability of the passage is created due to the fact that you and your characters do not always get what they want.
“Live until dawn” Make a bet on another approach: in the most microscopic situation, the developers are trying to invite the player to make a decision. Often it is important not how successfully you dodge obstacles on the run. It is important – hide under the bed or run to the next room. Kiss a girlfriend or throw a snowball into her? Shoot in a bag or squirrel? Levels are strewn with dozens of small and big questions, and an object accidentally rearranged in the second chapter will play a role in the sixth.
At the levels you can find a huge number of tips: the so -called totems are scattered around – Indian crafts that show possible options for the development of the future. These are great tips that help set up history as you like (seriously, killing everyone is also fun!). In addition, the menu literally made “butterflies”-icons of all events that somehow affect the plot. They can be leaf through right on the go and watch all the consequences. Or see that the consequences have not yet come.
Therefore, you do not need to think that every spilled glass of water leads to an alternative ending. The consequences of the choice are diverse in scale: without having any effect on the global plot at all, they can change the scene. Or dialogue. Or not to change anything at all: what difference does it make who
won the duel on the snowballs? We saw this even in Telltale, But Until Dawn finds an interesting application for small forces.
Halloween in the House of Wax Figures on Vyamov Street
The focus is that most minor solutions work to characterize the characters. All eight teenagers he will play is familiar, standard archetypes of slasers. A couple who arrived only to have sex;scored modest;dumb athlete;and so on.
At the very beginning, the game tells the types that the heroes should follow: “smart”, “confident”, “serious”. You cannot completely get rid of these features, but the choice in dialogs gives a colossal space for waging. The pause menu has indicators of personal qualities (“good”/“evil”) and signs arranged by the authors: “In our opinion, everything should be like that”. But this is not even a recommendation for the player – this is just an offer.
Heroes can behave directly in the opposite way, going beyond the scope of stupid stereotypes and becoming more interesting and deeper people. After passing, you will share with friends not only plot turns, but also things like: “My Mike was a narcissistic bastard, so it’s not a pity. – No, on the contrary, I got a tragic story about self -sacrifice. “.
However, no special “Dostoischina” achieved in any case it will not work. There is a hero to whom you sympathize with more or less, but you should not wait for a serious dramatic depth. Who is interested in when only your conscious choice depends, the heroes will hate each other and yell or try to escape by working in the team?
During the press order on Gamescom a year ago, the developers started a demo with a small survey: “What do you like more-Saspens or Scramators? Blood or horror? Are you afraid of darkness?»Enthusiastic journalists (including me) rushed to the developers with clarifications: how it will work in the game? The embarrassed authors answered: “You misunderstood us, the questions did not affect the demo shown in any way. This is just a way to train you management. But everyone liked the idea so much that we will try to include this in the game “. And turned on! The danger of spoilers here is catastrophic, so I just mention: a psychologist is the best that is in the game in general. Only for him it would be worth giving “amazing”.
For all the raminess, the script holds a very high bar. Heroes rarely allow themselves stupid or inconsistent behavior, almost always act more or less understandable, and individual phrases do not get out of the general tone. Although sometimes funny flaws happen, they do not spoil the general picture.
In general, it will not be possible to change the development line, and the story will come to some meaningful ending in any case. The number of details and nuances is directly proportional to the survival of your heroes: the faster they “finish”, the less information will be brought to a general investigation. Absolutely everyone can die, as well as survive. And, by the way, another question, what is the scenario of events “canonical”.
Despite the fact that the main turns cannot be avoided, it is difficult to understand the details of history. Levels are saturated with various kinds of pieces of paper, photographs, documents and other. All this is collected in extensive diaries available from the main menu, and tells that part of the story that is not in KAT scenes. In fact, with a superficial study of levels, you can miss several fundamental plot nuances. From which sometimes throws.
It’s easy to not notice an important item – the game uses a non -trivial control scheme inherited from PS Move, for which it was originally developed. The body and flashlight of the protagonist are controlled by asynchronously, by default left and right sticks. Thus, it is not enough to approach the desired item – you need to highlight the dark angle. It is much more interesting to do this with a dualshock gyroscope, so I would recommend stopping precisely on this control option. Moreover, then the episodes with shooting are noticeably more fun: you will have to aim like in arcade machines, moving the sight not with sticks, but by inclination of the controller. Unusual and want more.
TO Until Dawn It is almost impossible to make claims, because it does not pretend to be at all. David Cage advertises every step in developing his new game, boasts of invited Hollywood stars and what his philosophical approach to history. But in the end it turns out Beyond: Two Souls.
Here are the opposite: you wait for the usual filmler with variability, and in addition you get space for wagging, a story with twists and the second bottom, an amazing graphics, powerful reiglable (I mastered the story from beginning to end three times) and a completely brilliant psychologist as a bonus. This game can find shortcomings, but, the right word, I don’t want to.
Pros: variability;space for wagging;convenient mechanisms for tracking for forces and characters;Great graphics.
Cons: With a certain election chain, logic in several episodes fails.