Frn ah or’azath ng n’ghft : Call of Cthulhu Review

Hello again my sweet mortals , the weekend has come yet again and for Halloween I have been playing more spooky games!  The one I played seemed straight up my alley. I love horror  games, I love Cosmic horror, I love Tabletop RPG’s and one of my favourite games is Vampire the Masquerade Bloodlines. So when I found a game that takes elements from all of these I was pretty sure I would have one heck of a game on my hands! That potential diamond was a little game called Call of Cthulhu.

My Investigation!

Call of Cthulhu is based on the short story of the same title but much more based on the 1981 tabletop adventure…also by the same name. It is developed by Cynanide studio which is a great studio name for a game like this but a bit edgy considering that the studio normally develops cycling manager games. I mean A LOT of cycling manager games. They also made the Stealth Game “series” Styx, but all in all it seems fairly unlikely that people really know who these guys are. Gameplay wise obviously this game has very little to do with the studio’s forté of management and  cycling games.Being launched only in 2018 this is also one of their most recent games. Since I don’t like managing cycling games I will not be able to compare the game to their other works or tell if they are a really swell or bad studio so I will have to review the game strictly on it’s own merits.

The game got mediocre reviews averaging about a 6.8 on Metacritic at the moment on writing However unlike most games where everyone is in the same ballpark reviews spread fairly widely.  From 4’s out of 10’s way up until 86% scores. So straight away we know we have to deal with a polarising game. After playing through this game myself I lean way more towards the positive crowd but I do see the points the 4 out of 10 guys made as well and they are extremely valid. I just did not care about those points all that much during my experience. The game is deemed a first person “stealth” game but I do think that is not a correct description. I would sell it as a skill based point and click adventure with stealth and action sequences. When I say skill based I mean  that in a roleplaying sense, that the build of character you decide to have decides your story. It features multiple endings and branching dialogue trees. These trees adapt based on your findings and  skills as well so there are many ways you can experience this story!

Before I start my review of the game I want to make a few things clear, a mindset of which I dived into this.  I think your mindset is extremely important to see if you enjoy this game or not! That is also why it got such polarising reviews. Call of Cthulhu is based on a roleplaying game!  That means the same “boundaries” and mindset went into creating this game.  Yes you have the options for different dialogue and it will impact your journey heavily! HOWEVER the DM has their base story set, it will always gravitate towards that so while your choices have an effect they do not always have “consequence”  in the bigger picture. This isn’t a game that holds your hand and tells a “Sarah did not like that” you make a choice and you will just have to IMAGINE how Sarah feels. The endings show what happens to the main character but not anything else. You IMAGINE their story based on your interactions.

Call of Cthulhu campaigns almost never have a good ending. In fact this is so much so true that later incarnations of the roleplaying game established a rule to label a game Purist.. knowing it will not have a happy end or a Pulp game.. a game that is designed to make the players win. Obviously I would not be warning you for this if the game had chosen the “Pulp” route. No!  Like almost everything in the mythos.. whatever you do, no matter how good you are.. it will feel like you lose in the end. Lovecraft also rarely wrote stories that ended well with only the Dunwich Horror coming to mind. However most who are familiar with CoC know.. winning if even possible..doesn’t come cheap. If you do not mind a “first person visual novel with more active gameplay”  this game can be a true experience.. but if you just want to bonk the lord of darkness on the head, get the girl and the money and be crowned king of the world… yeah .. that will not happen.. by design that goes way further back than the creation of this game.

A Detective in  Darkwater

Surprise surprise, this game revolves around  Eldritch beings and is set in 1924 where you take on the role of washed up private eye, Edward Pierce, detective for hire! He desperately needs a job to keep his license when an old man visits him. He says his daughter, the famous painter Sarah Hawkins, has died in a house fire on the little island of Darkwater , just off the shore of Boston. She always had visions ..but recently they have been getting more disturbed painting mysterious men! So Pierce is hired to look into her death. Clearly Sarah feared something and it is up to us to investigate the link between the strange symbols on that new painting and her death. However the second you step off the boat you can already tell you will have a tough job because the population of Darkwater is quite strange, and everyone seems to be having vivid nightmares and voices in their heads. So the entire town is on the same sleeping medication! How can you find out the truth here?!

\The game is divided in fourteen chapters, that usually involve you reaching a new location, meanwhile gathering evidence on your current location.The game plays and feels like a lovecraftian film noir story, that dabbles heavy with mental illness, hallucinations and madness in general as plot devices that can lead both into very interesting puzzles, world design and dialogue. Insanity again is very important in the mythos but to mimic this experience the story can often feel fragmented and confusing.One moment you can see a character die and the next it is alive again pretending to you like nothing ever happened. Sometimes you don’t even get a resolve to such mysteries. Which did indeed leave me hungry for answers in the end.. but in a way I also love I haven’t gotten them.  You stumble upon a character you become invested in ..but at some points stuff happens that puts on mystery on hold  to pursue something more urgent first. We don’t always get back to those other points. There isn’t time! I personally really like that approach; it feels much more grounded in reality.

That same sense of reality is used to break down reality itself in a very effective way. That way is in never giving you the “correct” answer. You encounter several deaths during this game, not all of them are real. Or are they?! Are these other people you encounter afterwards just hallucinations maybe?! Or did you hallucinate their death in the first place. Edward soon discovers that people on the island are harvesting some sort of strange gas that has hallucinogenic properties, but is it really or does it allow you to see the truth? You never know for sure. You do feel like a detective gathering evidence for your theory and your skills of choice will allow you to always feel validated in that route but in the end you do feel like you might just be wrong about everything.  This does bestow that sense of madness upon you, the plot has become too convoluted and complex to describe, some things make zero sense without diving into the tiniest detail.. and that is exactly why Eldritch  beings drive you insane as well. This game really NAILS that atmosphere.

A Dive to Deep

That experience I had with this game was truly amazing. I was so invested in it all. The puzzles made sense, you do not get a door locked for no reason where a code is hidden in some poem. No .. these puzzles were left behind by people who knew their mind was slipping. A trail of Photographs so that they themselves or those who came to do right could find them.  A secret entrance on a globe isn’t just some random point based on an old story , no the answer to the puzzle is something significant to these people and your story.  Yet puzzles walk both on the line of sanity and insanity as well, for each logical puzzle there is one where you have to let go of that logic and experiment.. and dabble like a mad man. The game doesn’t provide too many hints either.. no you have to test your own creativity and your own logic…I adored it and never felt so invested to complete things on my own merit.


Unfortunately not all of the gameplay provides immersion as well as the puzzles do!  The skill checks can make the game feel a bit clunky. Difficulty really requires you to focus on a single path to see noteworthy effects. Pickable locks can require so much focus in a single skill that if you put some points in your speech as well, you are completely unable to bypass it.. fail once and that lock stays closed forever… because the main character thinks the lock is to complex.. he would not try again after discovering a relic to get some skill points.. It makes sense he would not try again and with four endings and four or five skills you can master  you can see some changes early game… which makes sense because that is when a character is established.. yet it can feel very unsatisfying. A lock once closed stays closed forever even if you have the skill points to pay to try again. With no option to manual save and you being reliant on checkpoints that can be fairly far apart when these choices matter, they really want your fail to stick! At times this can lead to a sense of losing control of a character. He rebels against your input at times. 

Near the ending the story also goes quite erratic.. it makes sense  as your character at that point is rather erratic as well but we get set up with potential great characters like Island “Mob Boss” Cat and nothing is ever really done with her except for providing you with a stealthing challenge.. she is built up  but the story swerves away from her. I have a feeling she would be a main character in some DLC that just never came because it was too convoluted to put it into a timeline. This happens to more characters and on one hand I really love and applaud that choice but in the last two chapters you suddenly rush forward SO fast!  It feels so out of sync with it’s earlier pacing and that is where the insanity of the game really holds this game back! You start off as a sane man who searches bookshelves and for logical clues and you for about 10 to 11 chapters stuff happens at roughly the same pace and then you are tossed in the rapids as all hell breaks loose. As an experience it makes so much sense .. but as a game it screams as if something is wrong.

The game plays a bit like Vampire the Masquerade bloodline in the way combat, stealthing and interacting with objects work, which makes sense because that used the World of Darkness Tabletop ruleset which are fairly similar rulesets even in the way how skills are upgraded. They are both perfectly manageable yet also a bit clunky. The way Edward moves makes him feel heavy as if he is struggling to carry his own weight. There seems a slight disconnect between the player and what happens on the screen. As if the avatar has an ever so slight lag. I can’t really explain it other than it feels like how Vampire felt but then in first person.  There is one problem with that comparison though.  Vampire is a 16 year old game. While this game might look a lot more modern it kind of feels like it is about 10 years old gameplay wise.  I personally love that feeling as it was one of my highlights in the gaming industry but I can imagine people feeling frustrated by the clunk  I myself wished it all was a bit more snappy. There is this sense of slowness and awkwardness that sometimes takes away the urgency!


I never had too much trouble with the slowness though.. Even though I must admit I constantly sprint, I think that is fairly normal. There is however one element that bothered me deeply about the slowness. An element that in chapter 12 out of 14 made me consider quitting.  Edward Pierce gets killed with any single hit he takes. Even when it is a fisherman that bumps into him and Pierce is a former soldier.  Add the checkpoints that are fairly far apart and imagine you wanting to be stealthy by some people who may or may not want to hurt you.. just to get hit over and over again. The object you want is about a 5 minute sneak away, then you also have to sneak it back. That is a 10 minute loop of gameplay I experienced over and over and over again because either I did not see an enemy around a corner, or because I felt I could sneak past them but their hitboxes were slightly too large.

If you fail sneaking they might follow you and on your way back you discover by following them and then staying where you lost them you have created an impossibility for yourself to sneak past. You are almost forced to use the gun or at least I was forced to by how I reached my safepoint. The shooting is quite horrible as well, you kill someone if they have a violent symbol above their head and press  a button. No real aiming, just point in the general direction and wait for a symbol to appear.Again it feels like this part was just rushed.. and it is in the rushed story part of the game as well.

Revelling in Madness

You can earn up to four different endings, of which two are super specific. For one ending for example you have to have taken about four specific actions made about 9 specific dialogue choices and must have made two important moral decisions. It is a set of actions I would never think to take. Another ending.. the “best” ending where your character goes back to normal life can be ruined in the first minute of the game and I mean completely blocked off! For rather than killing possessed innocent people the trigger to receive a good ending requires you to never indulge in a drink. I kind of roleplayed my  character drinking in his office but in the madness he gave it up… still no good ending for Pinkie. Luckily the BEST ending is the bad ending. It is the most conclusive ending and is the one that feels the least rushed because there are no other elements the story has to conclude. The cutscenes you get at the end for the other endings just show ONE thing..how did things end for Edward Pierce.. what happens to the others . .if they are real or imaginations.. you will NEVER know and I bet that will irk some people! I like that personally..but mostly in the bad ending!

It is strange that the “you lose everything” ending is much more satisfying than the.. you lose almost everything endings but this is a strange game. Gameplay is completely subservient to your experience and the story. Feeling much more like the tabletop RPG it is based on and of course the book it is loosely based on as well. That is also the best way for you to enjoy this game. It’s like a very VERY visual tabletop experience. You influence how the story flows and to and how the story is motivated. You don’t actually influence the story but the illusion of choice is an important tool for any Dungeon Master and this mostly handles that very well. If you seek a buttery smooth experience where every choice matters and where everything is explained and wrapped up with a nice ribbon at the end.. this game might not be for you, in fact it will not be for you. If you are a cosmic horror fan though and would like to experience that story from a first person perspective.. If you want to be the main character in a cosmic horror story this is the game for you…unless you have enough friends who want to play the tabletop game with you. Which is unlikely because of the nature of this tabletop game being so focussed on despair.. I never found a party willing to do a call of Cthulhu Roleplay at least.

The game is set in the 1920’s and is deeply drenched in this Film Noir atmosphere that comes with the age, yet it also perfectly manages to capture that feeling of isolation on an island or at the very least hard to reach town. It captures the charm of a game of Clue, with the weird delusion of a game of Mysterium (another boardgame) with the electric tension of Operation and the madness of a game of Uno. They are all weaved together by a tale that feels like it comes from an older book. That is how I’d describe how it feels to play this game. It almost feels analogue rather than digital. If that idea isn’t offputting in the slightest for you , you will have a great experience only slightly hindered by the last 20% of the game. I am very happy I had this experience and this game had me properly scared at times. A great.. yet intangible Halloween experience, that preforms better as an experience than a game.

Fahf ah vulgtmnahog mgehye’lloig
ymg’ lloig ah ahorr’eog mgng bthnkor ah goka ahnah

l’ mgah n’ghftlloig ot Pinkie ehye ahnythor goka monetary tribute l’ ya Ko-Fi! ahlloigehye hafh Paradise Blog. Ngnah ymg’ ai aimgr’luhh ot kadishtuor ph’nglui Comments. Mgep throdog yah’or’nah ng ahna lloigehye!

My Spooky Annoying Journey Trough an Asylum: Outlast Review

Hello my dear mortals, it is Halloween Month on Pinkie’s Paradise! So we will offer a lot of spooky content! If there is one form of Horror I really REALLY enjoy its Horror games! I love Horror games and I have played so many! It works so well as a genre! You are so invested in everything going on! So this month I will discuss a few horror games! The first one I wanted to start with is perhaps one of the best examples of putting the player in the middle of the horror! Today I review Outlast

One Hell of a Job

Outlast places you in the skin of investigative journalist Miles Upshur who responds to a tip that some mysterious things are happening at Mount Massive Asylum. We do this from a first person perspective that both feels very classical as well as somewhat innovating. The game came out in 2013 for PC and a year later for PS4.. a few months after that it was brought to xbox One. I played it on Steam where it costs €16,79 at the moment of writing. I forgot what I paid for it so I will use this as it’s pricing standard.  The game holds 80% MetaCritic score and critics tend to score it somewhere between 70% and 80% so it is fairly well received.  I played the game before but I lost track of my goal due to a long intermission between playing and then dropped it all together!  So I started over and I finished 3.9 hours later according to Steam. Apparently I have the DLC as well so I might take a shot at that later on. Thus showing I enjoyed this game quite a bit!

I think the patient might be bleeding doctor!

Yet I can also already tell you that the game REALLY got on my nerves as well! Sometimes in a good way.. sometimes … less. It is one of those games that at it’s best offers me one of the best horror experiences I have had..yet at its worst makes me want to give up screaming. Developed and Published by Red Barrels, it is a game I both love and hate at the same time.  I could say the game is good enough that I was invested to keep playing.. but it is more the case that the frustrating parts are short enough for me to not be pushed to the point of  quitting The good bits though.. man! Those really stay with me! 

When he asked his wife for a steak this not what Jerry meant!

The concept of playing a Journalist investigating a spooky place in these kind of games is nothing new but in this game you actually feel like a journalist! You constantly make notes in your journal, you film stuff with your camcorder and use the thing as your night vision. If you do not record and just try to escape you don’t make notes and get less story exposition! It is your choice really! The game does a good job to provide motivation for the character to be there and providing you with just the right immersive tools.That said you are a journalist and before you play this game you must realise you will never become more than that! You will not suddenly master the art of gun or gain super powers to phase ghosts or monsters.. no most of the time you’ll even be running away from “normal” human beings who hold a stick to hit you with. Being a journalist must really suck.

Sounds like God must be an emo-kid in these times then!

Surrounded by Madness

What this game does really well is build and atmosphere! There is great voice acting from both the NPC’s and the main character.  The whispers of the NPC’s just repeat a certain phrase over and over.. or shouting to get the bugs out of their head feel genuinely spooky! At several times I felt like I genuinely was navigating through an Asylum. Which is a great location for more than one reason! Something or someone here killed most of the staff, so moving from A-Block to B-Block or even trying something as simple as an elevator can be quite an arduous task.  Only some employees have the keys..but there is no one to simply call them for you.. even if you find them.. you aren’t sure all the pieces of them are there!  Most of the loonies are in some kind of cult, repeating some prayers to something called the Wallrider.. they don’t care about escaping, they just want to make sacrifices to their god, the voices in their head or simply because it tickles their funny bone.This weirdly creates a cohesive world.. where the backtracking makes actual sense, and where the status quo can ever shift.  These guys are insane and everything in the game tries to convince you of that and it succeeds well.

Looks like the hallways of my flat after midnight!

The voice acting of the main character is also done quite amazingly!  Miles has trouble breathing when he is scared, he winces in pain if he jumps while injured, his breath becomes more and more loud if he runs for a long time. You can sometimes even just hear him swallow as a reaction to his fear as if you are really running yourself. He never says a lot to keep the immersion high, if he has anything to say he writes it in his camera log where you can see him getting angrier but also more scared as you progress in the game. Taking you on an emotional journey. He gets put trough torture sequences and he never FULLY recovers, he always struggles a bit more with his new injuries weighing against him… that being said.. those are the scripted injuries that do that.. the damage you take while fleeing does not impact the story but still as we make progress rather than getting stronger we get weakened a bit and that is very pleasant way to play trough a horror game.  How much longer can I go on.. “shit they will find me because I am so out of breath” it’s all ponderings i had with this game. 

Must resist playing Tuba.. as that guy slowly waddles up to me!

The game also does a fine job to keep you “inside” the Asylum or the areas below like it’s sewers. During the intro you notice things have gone bad and you want to escape so you’ll have to reach a guard office to open a door so you can bail. However when there it means you are staring at a screen for a bit.. distracting you.. and so you manage to get yourself captured into the next stage of your adventure. Finally escaped that monster and you see the door?..Well you are in bad condition so someone manages to overpower you and drag you to their lair where the new expedition starts. It’s an effective method of keeping you engaged in the adventure and each area plays a bit differently than the other.  In the big open wards for example you will have to run and dodge enemies more.. while in the narrow basement area you will need to exploit dark corners and other hiding spots. In the sewer you will have to crawl through narrow spaces to avoid being caught and thus there is quite a bit of variety as you play.

Thanks for the heads up!

The overarching story and mythos is quite interesting.. What is this Wallrider thing? What does Nazi Germany have in common with this institution, what is actually happening in this place and could there be more?! Why did they start this experiments? Through filming certain areas or pieces of dialogue with your camera you can trigger Miles thoughts on the case while throughout the Asylum there are plenty of files to collect giving you insight what is going on here.. and what drove these people to be how you see them today.  You never NEED to read the lore to progress, it will just make you understand these people as persons. It’s there for you to offer more flavour should you so choose to indulge.  Sometimes it’s as simple as explaining why a vending machine is blocking a door, other times delving deep into the inner machinations of this place. There is so much to explore but you can also roleplay the survivor and not go for all that and it will not give you a crappier ending.. like in Layers of Fear. Finding secrets is it’s own reward!

Well look at whose NOT excited to see me!

The controls are fairly tight for the majority of the game you just use WASD to move and ctrl I think to duck. The left mouse button interacts with objects and the right one brings about your camera and subsequently by pressing F you can activate Night Vision. Shift Sprints and Space jumps and that is it.. all your controls! . At first it does feel weird to open doors with the left mouse as you expect to have some sort of attack…but opening and closing doors…is your only means of defence…so it makes sense it gets mapped there! If you wish you can of course customise but the simple moveset works well for the most part. I particularly liked how sprinting does not really have stamina.  It just makes you more noticable! Which means that despite this being a stealthy game you can really play this at your own pace! Since I don’t like being forced to wait a guard to have left an area.. this is a great plus for me.

Cozy

The Creature that Lies Beneath

The game is at its strongest when you deal with the Lunatics of the Asylum.. however when it leaves that behind for some sort of husky mutation following you in the sewers it stumbles a bit!  The Sewer is never a location I enjoy in video games and this game is no exception. This game deals a lot with dark and to navigate through it you use Night Vision on your camera. It’s a mechanic that works great! However.. in the sewers it became a bit annoying.  In normal areas you sparingly use night vision to preserve battery but the entire sewer is so dark that you practically have to use it constantly which isn’t bad persé but it also takes away the charm of the gimmick a bit..Compare it to say a Predator game.. the Heat Vision is a cool way to spot enemies and it seems like a cool power to have but if the Predator could only see in heat vision it does not feel like a power..it becomes just an interesting visual.

I spend an hour in the sewers and not a turtle to save me!

That visual is locked behind an energy bar that while fairly hard to drain can still be consumed if you don’t properly pay attention.The biggest issue with the controls I had was the fact that you manually have to reload camera batteries with a press of R. Why would I want to reload my battery early, there is almost NO situation in which I found it handy. R however is  a button that is used by default to store something away in Oblivion. Here I wanted to put my camera away for jumping a few times when I realised I just wasted an entire battery. Which makes zero sense from a logic perspective. You would not chuck away a battery that is 75% full.  This might seem like a small gripe and I was lucky it never got me into TOO much trouble but since saves are “environmental”  as in.. you can not save but the game saves based on when you do a task or reach a new area, I assume it is possible to lock you out of progressing further if you accidentally waste a battery or two. I was roleplaying so I did not go wild to get all collectibles. If I did I bet battery life would have become much more tedious.

This is How Jojo characters are made!

The worst thing about this game is the jumping though! First person jumping has always been known to be bad but with this game I frequently missed a jump and got myself into big trouble. There is a fair share of platforming to be done even. The “second floor” stage even is built around all sorts of jump challenges. This is the part I hated most along with the sewers. Part of this stems from the fact that this actually feels like a hospital. Wards are build on top each other so if you have to climb three floors all of them are bedrooms. If you miss a jump it can be very disorienting to figure out on what floor you landed and how to make your way back up again. Broken floors are everywhere broken steps are just as common and the jump comes with a fairly accurate delay.Which is fine  but if you need to jump a lot on the run, need to navigate through air ducts a lot (which you reach by jumping into them) and even clear two platforming parts these jump controls feel way to rigid. It’s also never really clear how you can clear certain objects. Sometimes A vending machine lies on the ground so you can reach a vent.. however if a vending machine lies at just a slightly different angle and you want to jump on it to avoid enemies it doesn’t work.. You can hide in toilet stalls but they do not count as a hiding place.. You  can not jump on a toilet to hide your feet. Jumping feels more like a way to string some scenes together with cutscenes than it is it’s own thing.

This is how I see door to door salesman

The design of the game is also relentlessly boring. There are I would say 6 major characters, maybe 5 that appear along you.. the others all feel like generic clones of each other… All regular build loonies look exactly like the same character. Even the head priest guy that plays an important part in your story. I got killed one time because I had to find the father and I saw a character that I thought was him and it killed me. Mostly because I had insane difficulty telling these guys apart.Even when I get to the female ward all characters are slenderly built and have a bald shaven head and varying degrees of “rot” on their face. Same goes for the assets used. This is how it works in real life but it is so boring to see the same computer on every desk with the same screensaver.  There are like 30 pepsi vending machines in the nuthouse alone! There are even more in the underground lab you uncover later. Some details are very cool like heads in jars , a series of bathtubs filled with blood..but a lot of areas look the same. Ward 1 looks like Ward 2 and you have to remember where you are with almost no significant landmarks as everything’s the same.

Explosive Diarrhea when it’s not hyperboliced

Per example I had had to find three fuses. They lay in three visitor wards.  Trouble is you are constantly being chased here so running frantically. I could not find the third room for quite a while there because I had to jump over a bench with a wheelchair behind it.  Another room had a bench to jump over and nothing behind it while a third had one of those stretcher ads to jump over. THe problem here is.. these are all very VERY overused in the game so they stop being landmarks. The game has no map so you run around completely lost. I am sure that was part by design as this place really does create the correct atmosphere.. but as far as playing fun is concerned this is a big issue.

Lord Jeebus is the Precious!


The game finally goes a bit far in it’s story with superlabs , men in black, a doctor who must be over 150 years old and evil ghosts. I love the insane asylum idea and I even like the idea of them trying to make weapons out of these people and experiment on them..because hey.. these people are insane they will just never be believed. I don’t even dislike the mutated guy I mentioned earlier.. I just dislike him in certain scenarios. The end though I found to be quite lame. It had a good scary build up and even some scary payoff but this ends like any early 2010’s horror movie and that is such a shame for something that offers a lot of surprises in the beginning. Near the end they do jump the shark. They also seem to mistake the Triquetra symbol of the Holy Trinity, Celtic Knots or the Wiccan symbol of the triple Goddess as the biohazard symbol for some reason! Not sure what that was about.

Mom said I should mary a doctor! No thank you!

Scare but Beware

Maybe it is because I play this after midnight and my brain is tired enough to keep making sloppy jumps and pressing wrong buttons but I found Outlast to be a very flawed product. Much more so than Layers of Fear or Amnesia the Dark Descent for example. Yet the punch it packs for it’s horror moments is also so more potent! I had several scares and my heart raced even more!  The story may not be able to resist pushing things a bit too much over the top but the more subtle lore does keep it interesting.  Had the game had just a bit more diversity in enemies, had the running away gimmick been just a bit more fleshed out this would have been a 10/10 game for me.. and now I am not sure what grade it is. I loved how the game made me feel, I loved the scares, the vibes, the atmosphere. When we look at the “actual” gameplay.. as in me doing things.. I hated about 50% of it. Yet a part of me is glad that I did.. I need to struggle with direction to feel that fear.  I need to wish I was somewhere else instead of being at that or that location, I need to be frustrated that I do not have enough battery to discover everything this place has.  I might have been able to do so.. but the game makes you doubt yourself and think as a survivor. Making mistakes is a part of being a survivor as well.. so I really did have ONE OF THE best horror experiences..it’s just no where near the best horror game.

High points on the spooky score!

In the end I think I compare it to your mom reading you a bedtime story. Sure  the little Mermaid can nowhere sing near as neat as Ariel from Disney.. she might cover half of an image trying to show you an illustration in the book and she might say some words you do not understand. Maybe she is reading just a bit too softly, afraid of scaring the neighbors. You might have even preferred if Daddy spend some time with you and be annoyed that he did not. Nowadays you know there are MUCH MUCH better versions of that story out there, yet despite the sheer difference in quality.. nothing can capture conveys as much feeling as when your Mamma was telling you the story in her own clunky adorable way.

On the lower end of Fine-Apple on the Flavour Score!

I have to do a lot of prep work for my move on the day this goes live! Which is a Saturday! So unfortunately tomorrow there will be no Pinkie’s Anime Adventure as I simply lacked the time to watch this week! So for my week update! Not a lot changed! I have been setting some things up for my impending move, today I am gonna buy some boxes to put stuff I can already store away in. If the rain ever lets up and I can bring them home whole.

I am also getting contacts since we in the Netherlands now finally have to wear masks in public places.. kind of.. and my big glasses don’t really do well with that! Since I don’t want to feel like I am living in Victorian Horror London with all the fog, I need to put some contacts in my eye! That is fine though.. I just like my face more with glasses! It hides imperfections. Monday some people are coming to my appartement to give me a to do list for the move. If the girl whose appartment i am getting hurries up this weekend (she is packng) I will be busy packing next week! If she needs more time.. I will be here a lot to blog! In the coming week we also will see another horror story from Kuro so look forward to that!