
Scares are more dramatic and confrontational. Levels go from weird to insane in the blink of an eye. It’s just a shame that this part of the tale is compressed and takes a while before it starts to make sense.īloober Team cranks the nightmare up to eleven after the children’s story takes shape. The voice work for the children eclipses that of Tony Todd both provide a great mix of fear, sadness, anger, defiance, and despair, helping to make their story the best part. We learn of their parents, their dreams, and their close bond. Questions are raised: are they on the same ship or is this part of the upcoming movie? While the children’s play-acting is entertaining and pertinent, its true connection to the main story is obscured for a bit too long.Įventually Lily and James’ back-story is exposed almost entirely in the third act (of five) as we explore their freakishly-represented childhood home and hear of their trials and tribulations. In actual fact, they are stowaways searching for food. The children are siblings pretending to be pirates in search of treasure. Notes and mementos throughout the jumbled levels reveal pieces of their story, often via audio snippets. Thankfully the narrative finds its anchor in the form of two children: Lily and James. Unfortunately he talks mostly in riddles, making it hard for players to gain a foothold. His deep voice sets a good tone which is not surprising given his role in numerous horror movies over the years. Tony Todd voices the director and he talks about instinct and sacrifice. A director is there to guide you through the process of becoming a character, whatever it entails-walking through narrow hallways and solving the odd puzzle, mostly. Still, art demands sacrifice and we must push forward. This twisted home marks a turning point in the story Since everything is jumbled, there is no world to immerse yourself in like in Observer, so you’re just along for the ride. Even when a strange monster gives chase, it can actually get boring. Some of the early scares are ineffective too, either due to poor timing or misdirection. Starting with rats scurrying into view and bottles rolling across the floor, it all begins too tamely for developers who have demonstrated such a high talent. In these early stages, the scares and twists are rather sparse and bland. Corridors get blocked off, doorways are removed, and strange things happen. Their ability to render great-looking 1930s ship interiors will probably go unnoticed when they can twist them about with such ease. Here we get a first glimpse at the technical skill of the level designers. For the most part, these early levels match ship interiors-cabins, corridors, crew quarters, and kitchens-but everything is jumbled. To become the character you will need to put a film reel on a projector and be transported into a world where everything outside your cabin makes little sense. Your goal is simple but vague: become the character. Those damaged corridors must have been part of the movie, or from a dream, or perhaps something more sinister. Based on notes scattered around, it appears it is your cabin and you are a Hollywood actor that has come aboard this transatlantic ship to film a new movie. After stumbling through damaged bulkheads, you come across a cabin in pristine condition. Players are dropped into the corridors of an ocean liner that appears to be taking on water. In this nightmare, not everything is shipshape
