I played this with a friend who is usually very on edge during any kind of horror media. He fell asleep.

I could stop my review right here, on this tongue and cheek, but also completely sincere remark of my experience, because it hammers my main point of contempt home. That these games are utterly boring and uninteresting.
Even external things like a drinking game with the homie can't upgrade the experience. The game has a fucking catch phrase (used in the drinking game by us) it constantly spouts in desperation for relatability and as a lacklustre faux identity. The instagram motivational content classic you see at the bottom of your local gym bros workout pics "What doesn't kill you makes you stronger". The game tries to evoke Nietzsche, but can't even reach Kelly Clarkson.

I know there is a subset of narrow minded people in high up positions who actively want games to just be interactive films, but it seems to me like no matter how many A's these studios have their attempts fail even at B-Movie level. Made up of mostly cutscenens plagued by over done horror clichés and a term coined millenial writing. The second half consisting of tension robbing quick time events, fixed camera angles that learned nothing beyond superficiality from the original resident evils and choices the game just can't help but remind the player of, right after they were made.

That last one is something that I will never get. How unconfident in the player's ability to understand that they just made a choice is the game? Can they expect me to take it serious if it doesn't take me and the limited opinions of interactivity as such and therefore itself serious? Why try to immerse the player with 'agency' if you then immediately televise to them that this is just a game? Just put it in the logs without the pop up notification. At the same time revealing their cards like this let's the player notice whenever their choices actually meant nothing instead of leaving it out or god forbid up to interpretation. The path I choose was to shelve this game.

Before my friend fell asleep he said something that hit the nail on it's head "if this was a film I would have already closed it."
He is right. Games have this excuse. The novelty of interactivity alone carries way to often completely unoriginal and boring stories. How long till this novelty wears off?

To cleanse my soul and to keep my guilt conscious from feeling the need to review and find the right words for the games I actually love, for at least a little longer, I'll have to give credit where its due.
The scene with the narcissistic girl in which she walks the pier alone while talking to her phone. No other character would be able to have scene like this, but her behaviour up untill this point of the game makes it completely believable that she would just talk to her phone camera and half ironically pretend like she is talking to her followers. But i think the interesting part happens at the end of the scene. Idk if this is optional, but she does some verbal introspection about her actions towards the guy she likes and it humanises her. It was the first and only time i said "damn, this wasn't even bad writing" to my friend who was already asleep, but not yet snoring. Mere seconds later she enters a cabin at the end of her walk and gets killed by one of the things. The game humanised her right before killing her off. They robbed the viewer of the 'satisfaction' from seeing the unlikeable character killed and turned my indifference into sympathy and as result the moment almost into horror in the last second. I say almost, because the scene was still goofy af.

Also graphics so good they'll make you say "thats that dude from the netflix show they cancelled after one season." I don't know why netfilx is catching strays now, but i especially don't know how to end rev

Reviewed on Mar 17, 2023


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