69 Reviews liked by SoftWinters


Merchant Resident Evil 4 is my babygirl and I'll buy anything he sells me. <3

pretty great! it both feels like a sequel to a lot of whats in dark souls while also going back and bringing back a lot of great stuff from demons souls. it would've been nice for there to be a greater cohesion between levels, but it's certainly more interesting than how ds3 does it, and i prefer the world design here. unfortunately level design isn't amazing, and is often pretty confusing with areas that can blend together, but it never becomes too confusing to navigate. it feels janky, weird, but i also like that about it - it feels daring and unique, like it isn't scared to alienate people and try new things. it's something i find sorely missing in recent fromsoft titles. anyways yeah, really great, starting the dlc now!

don't fuck with silent hill fans because we won't be there to be mad at you konami we will kill ourselves

This review contains spoilers

Carnby wakes up after like a hundred years has passed, has amnesia, however the one thing he does remember is how to operate a forklift.

yeah, i don't get it. there's a lot of sentiment that this is just as good - if not BETTER - than the fromsoft souls games, and i'm sorry but no. absolutely not. the entire thing is just a complete ripoff of souls/borne/sekiro, you got the parry, the rally, the posture, people-behind-windows, you got the step dodge, you got the victorian aesthetic, and it just continues to rip this shit off right until the credits roll, it's so insanely shameless that it becomes a bit ironic towards the end. everything that it does new (undodgeable attacks, death ergo, blade/handle, cube??, how it does weapon durability) just kind of serves either as a gimmick or as an annoyance, or both. this mishmash of various titles basically fucks the combat experience; it really feels like the game wants you to mostly be parrying things (red attacks, regenerating boss health, quick posture damage via parry, low amount of i-frames during dodges) but the window is so small that it often feels inconsistent. idk, maybe i'm just not that good or decided to parry too much, but it was more fun then watching a boss do a fifteen hit combo while i watched from across the map lol

speaking of bosses, holy shit is this game exhausting with them. basically every single boss after the midway point has two health bars, it's fucking lunacy. this should really only be a thing for like, THE most important fights in your game, and seeing the wanton use of it here kinda just goes to show how much the devs tried to take from prior games. just really exhausting boss design all around. that being said, they were pretty solid for what they were.

things i liked: generally the environmental and art was really great. no complaints there. sound design is good too, very responsive, and game feel in general is probably the closest that we've gotten to like, an actual fromsoft game, but there needs to be actual innovation in this genre, man! feels like, outside of sekiro, we've basically just gotten dark souls 3 in different flavors, and it's tiring. anyways yeah thumbs down on timothee chalamet bloodborne but it's surprisingly competent for a first effort. i would like to see them make a new game next time though

It´s a shame that such an original concept is held back by trying so hard to be a different game. While the art direction is interesting, with most mechanics coming directly from other titles it´s really hard for me to say I outright like it. If it was more original with it´s gameplay, it could've easily become one of my all-time favourites, but as it is right now it only makes me wonder why am I not playing the actual Dark Souls games instead of an attempt at copying it.

It's important for me to preface this review with the following;
I do not play a lot of horror games. I had not played, let alone finished, many horror games before this. Mostly, this comes down to me being a very naturally anxious person who is stupidly easy to scare, thus I struggle to stomach them, so until this the only horror games I had completed were 'Omori', 'i live under your house', 'System Shock 2' and a few 'Five Nights at Freddy's' games. With this qualifier presented, I can say with confidence that Frictional Game's 'Amnesia: The Dark Descent' is easily the scariest game I've ever encountered, and in spite of some tiny flaws elicited such a strong emotional reaction from me that it would be remiss for me to not consider it among the medium's finest.

At first, the prospect of a 'sanity' metre—an idea found immeditley quaint for lovecraftian games soon after the admittedly novel antics of 'Eternal Darkness' found their way dancing atop the GameCube—and the titular trope making pose as the story hook had me worrying a potential glaze over was inbound, a worry quickly sedated by a realisation I had early in the game that even with all the red pus germinating in the walls, 'The Dark Descent' had been able to demonstrate a shocking level of restraint in the way it chose to unnerve me thus far. While worry would not be truly cured until later, Frictional's dedication to pacing had me intrigued enough to fully immerse myself in both the excellent atmosphere and writing. The technical quality of the writing found in the notes is quite the admirable one, since the game would have done perfectly fine narratively without it, hooking players into what is presently the story of a man going nuts in the dark trying to set his bad deeds right. The added digresional textures of colonial guilt and characterisation were certainly elevatory when they could easily have been detrimental, leaving me satisifed with their inclusion.

'Amnesia' is also quite effectivley dreary, with fantastic lighting and crestfallen texture work adorning it's traumatisied and despotic halls. Structures held a balance between intimidation and the alien tipping on both ends against the players comfort. Rooms can be tight and dark, spotted with brief drips of light which can become a pool only at the daring cost of the player's resources, or they can be looming, oversized and intimidating. This atmosphere of oppresion is essential to a horror experience, and well adjusted here.

The alleviation of my minor irritation at the value of a 'sanity' mechanic came with my introduction to the monsters of Brennenburg. Now, this doesn't happen until a few hours in due to the commitment to narrative pacing present in 'The Dark Descent' but they add a lot to the game. First, they give the "sanity" mechanic a purpose beyond the superficial; as maxing out the metre renders the game unplayable, the sheer act of looking at the monsters will raise the gameplay into a horrid state, meaning the player is forced to keep their eyes off them! This is genius because it allows the player's imagination to do a lot of work for Frictional, having me wholeheartedly afraid of them from entry to exit. While the bugs-crawling-across-the-monitor illusion and other more superfluous consequences of loosing 'sanity' are silly, this contextualisation of the mechanic with a core player struggle was too complimentary to the rest of the game for me to dislike the feature. Wish they'd call it 'stress' or something though because 'sanity' still sounds mega silly.

Some puzzles are a little dense, but all are ultimately satisfying, there's even some instances of emergent gameplay, which is always welcome! Really I have nothing to complain about here. Frictional have delivered a subperb, clever, and hauntingly beautiful horror masterpiece here which still holds up well over a decade later! This, my friends—let us waggle our judging fingers at Bloober team as they piss all over team silent's legacy—is the key to a memorable and powerful horror experience, subtlety and considered, oppresive mechanics! Nothing short of excellent.