A ideia é muito boa, mas a execução nem tanto. É um básico jogo dos 7 erros mas tipo... Só isso? Sinto q era pra ter algo a mais e não é questão de gosto mas q o jogo é muito vazio só com isso, a ideia não é sustentada a longo prazo e a gameplay se torna enjoativa rapidamente.
A ideia é muito boa e tinha um grande potencial, mas a execução ser focada só no suspense não caiu nem um pouco bem.
A ideia é muito boa e tinha um grande potencial, mas a execução ser focada só no suspense não caiu nem um pouco bem.
VERY short (I finished in half an hour), but what I saw was great- a wonderful game to try and figure out in a Discord call with friends trying to find the anomalies. Cool concept done very well. VERY tense, without a REAL payoff, which is too bad.
Buy at a discounted price and have some tense fun for half an hour.
Buy at a discounted price and have some tense fun for half an hour.
The Exit 8 isn't groundbreaking in any sense. Fortunately, what it does do is executed to near perfection in almost every facet. The game's fantastic visuals and audio help improve an already engrossing atmosphere, and the gameplay itself is about as good as it possibly could be given the type of game it is. I hesitate to go into specifics because the quality of the experience this game provides relies on the player knowing little to nothing going in. Because of that, I have to recommend the game to anyone reading. It's neither long nor difficult, and the experience is well worth the price. Please try to avoid any and all spoilers going in, as I wrote earlier, minimizing knowledge of the game before starting it is key, and that minimization includes even the game's store page, which reveals much more than it should. Go find your exit.
A cool setup, but I found myself overanalysing the scenes to an unnecessary degree, killing any atmosphere that may have been created. It also made the loop feel repetitive very quickly. Not really sure how to solve for that issue in my particular case, as the details I was inspecting did add to the environment, and I’m not sure how you could point away from them without being too obvious.
The subject of liminal spaces has exploded in popularity recently, having had a loyal following before, but pushed to the spotlight by the short movie The Backrooms released a few years ago. Similarly, the spatial loop became a trend following P.T.'s ever shifting hallway. Finding itself in the intersection of those two thoroughly abused trends, it's unlikely I'd have given The Exit 8 the time of day had I not seen it in action beforehand.
As one would expect from the $4 price tag, it's a simple game, based entirely on observation: the player is in a subway station and must get from exit 0 to exit 8. To do that, they must pass through a hallway with set characteristics: a set of posters, a row of doors, signage and so on. If everything about the hallway looks right, they press on to the next exit. If there's something fishy going on, they must turn back. Failure to observe these guidelines loops them back to exit 0.
When displaying an anomaly in the station, the game picks randomly from a few dozen possible anomalies, a set which ranges from subtle shifts to surreal occurrences that are immediately noticeable. Conditioning the player into paying close attention to small details then tossing in something clearly unnatural is a highly effective way to get a jump out of them, making The Exit 8 a great horror game for people who aren't great with the horror genre.
Its biggest success, however, is in the short and dense runtime. The Exit 8 is cheaply produced, as is made evident by the use of Unreal asset packs and the appalling performance for an experience that takes place entirely in a hallway. Had the game stretched itself thin and tried to pad runtime, its weaknesses would have begun to show, however, since it makes a point of not repeating events the player has already seen, it proves an enjoyable pastime.
As one would expect from the $4 price tag, it's a simple game, based entirely on observation: the player is in a subway station and must get from exit 0 to exit 8. To do that, they must pass through a hallway with set characteristics: a set of posters, a row of doors, signage and so on. If everything about the hallway looks right, they press on to the next exit. If there's something fishy going on, they must turn back. Failure to observe these guidelines loops them back to exit 0.
When displaying an anomaly in the station, the game picks randomly from a few dozen possible anomalies, a set which ranges from subtle shifts to surreal occurrences that are immediately noticeable. Conditioning the player into paying close attention to small details then tossing in something clearly unnatural is a highly effective way to get a jump out of them, making The Exit 8 a great horror game for people who aren't great with the horror genre.
Its biggest success, however, is in the short and dense runtime. The Exit 8 is cheaply produced, as is made evident by the use of Unreal asset packs and the appalling performance for an experience that takes place entirely in a hallway. Had the game stretched itself thin and tried to pad runtime, its weaknesses would have begun to show, however, since it makes a point of not repeating events the player has already seen, it proves an enjoyable pastime.