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3

[Basement - The Horror]

Game review

(Jump scare galore)

"Basement - The Horror" starts really well. The intro movie is quite promising, providing us with just enough information about the world we're about to go into in a way that keeps us guessing about what might actually be happening there.
Unfortunately, for me, that's where the joy stops, for as soon as the actual game begins it all goes down quite drastically.
The gameplay itself is extremely awkward, as we're controlling a character that walks like he's missing a leg, wobbling to all sides at each step. We're holding a torchlight in one hand, but with the constant extreme wobble from side to side it's an effort to keep playing for more than 2 minutes without feeling dizzy and annoyed as the light goes everywhere except straight in front.
The big flag, for me, was the jump scare attempt right at the start in the form of a .jpeg that flashes for half a second with some scary face right before you start playing. It apparently has no connection to the actual intro movie or backstory whatsoever, it's just a "boo!" kinda thing before you actually start gameplay. Why...?
From then on it's predictable jump scares on and on, as in "oh, a looooong corridor, where I have to walk (wobble like a drunkard) for like 4 minutes with no doors on the side or nothing happening. Geee, I wonder when the next 'boo!'.jpg is coming...". And sure enough it comes up.
I can see talent from the dev here. You can feel it through the effort that was put into the technical side of things here, albeit for frequent and immersion-breaking glitches, and you can even understand the innovating intention behind the idea of the one-legged-drunken walk style here. The sound design is not great, but is sufficient. The ideas, intentions and effort are all here. The end result, however, is quite mediocre. And when you grab a mediocre product and cheapen it out with jump scares... you get this.

To the dev: I actually do believe you've got the talent to do better, that is crystal clear to me. Embrace your talent and go for it. Forget the pressure to "need to scare" when you're doing Horror, don't worry about that. Build it up, gradually. Nevermind if the player has to wait his time to feel the hugest shock. Horror is a sensation. Provide the player with a sense of Horror. For a lot of times, it is just that precise waiting, that build up of "oh my god what is going to happen? When is it going to happen?" that really gets to people.

9

Hotel Remorse

Game review

(Short psychological/atmospheric Horror)

Great :-)

This game is near perfect.
Without a doubt, one of the games that most left me hooked from the very start. The dev has an incredible talent in story telling without ever using tools like character development or plot exposition in the traditional way. With the way he built this world, there's no need for it. The dark corners of your mind will fill in all the gaps needed. And that is the mark of true Horror.
The graphics are beautiful, and despite the lack of user friendly options to tweak them at a deep level, the game runs perfectly.
The sound design is spot on, from the melody to the sound effects. Nothing in this game feels like an "extra". All elements in it are the bare essentials and anything added would be unnecessary. That is the mark of technical perfection.
Don't worry about there being no "Save Game" options if you die and start again. The length of the trip more that justifies it.
This is one of those (very, very few) that will leave you wanting a whole deal more, because it is that good.
The only 2 reasons I am not awarding it a straight 10 are: resort to one or two jump scares (fortunately used in places where the experience is not ruined), and the length of the trip. I loved this world so much that I wanted more of it. Much, much more.

To the dev: Fantastic work, I thank you for it. The rating (9) I gave to "Hotel Remorse" is the result of looking at it solely as it is, a video game. It is not considering that this was your 1st game (I'm impressed beyond description) or that you had a tight deadline for its submission as a college project. Taking these 2 factors into account would definitely award you a 10. However, personally of course, the jump scare(s) do prevent me from going higher. Mostly because, gosh, it is plain to see that you know what real, true Horror, means. You know how to build it, and you know how to put people in it, sumerged in it. I believe (hope) you know that jump scares are not what Horror means. If we compare Horror to Comedy, jump scares to Horror is what Adam Sandler is to Comedy, if you know what I mean.
Thank you dude, you sir are awesome. The Real deal.

P.S. T-Bag rules.

7

The Hunted Chronicle 2

Game review

(Atmospheric horror; combat elements; fun puzzles; no jump scares or cheap scary tactics)

Great :-)
A massive improvement over the first "The Hunted" game. Although the engine used here is the same (Quake I), the look of this second game is so much better. There are more objects around the house for you to look at and interact with, which helps immersion in this world.
Contributing to immersion is the overall sound design, also greatly improved. The background music feels just right, and so do the sound effects which, while not tremendously varied, never feel repetitive.
The gameplay is neat, and like in Chronicle 1 you are given full control on customizing all kinds of settings. Sadly, as with the previous Chapter, turning off the "always run" option does not seem to produce results for me. This, however, is not a big deal because you can control how fast the game runs and teak it to your liking.
The puzzles in the game are fun. Definitely not obvious - some of them - but not frustrating to the point of rage quit. When you solve them you get a good sense of reward and accomplishment.
To the devs: Well done. It's brilliant to see an improvement like this on your behalf. You know what you're doing, you seem to have the right ideas, go for it ;-)

6

The Hunted

Game review

A simple game based on the old school Quake engine. Not a bad effort at all. The premise is simple, avoid the zombies inside the house. Look for keys to unlock new areas, and find a tool to fight back.

If you're looking for a very simple game this will not disappoint.

To the dev: The option to turn off "always run" does not seem to produce effect; would be nice to hear the main characters steps as he walks. Overall, well done.