1993
ОКРУГ ЛЬЮИС-ЭНД-КЛАРК, МОНТАНА, США
Десять лет назад юная Николь вместе с матерью уезжает из семейного отеля после того, как становится известно о связи Леонарда, отца Николь, с девушкой по имени Рэйчел, ее беременности и самоубийстве.
И сейчас, после смерти родителей, Николь возвраща...
Десять лет назад юная Николь вместе с матерью уезжает из семейного отеля после того, как становится известно о связи Леонарда, отца Николь, с девушкой по имени Рэйчел, ее беременности и самоубийстве.
И сейчас, после смерти родителей, Николь возвращается в родные края, чтобы исполнить последнюю волю матери: продать отель и поговорить с родственниками Рэйчел. Она приезжает вместе с семейным юристом, чтобы оценить состояние старого дома.
Погода неожиданно портится, и Николь вынуждена переждать бурю в огромном отеле в горах. Единственный ее помощник — Ирвинг, молодой сотрудник Федерального агентства по чрезвычайным ситуациям, с которым девушка поддерживает связь по старинному радиотелефону.
Николь и Ирвинг приступают к расследованию происшествия, которое оказывается намного более запутанным, чем кажется местным жителям. Это история о любви и смерти, в которой ностальгия и меланхолия тесно переплетаются с леденящими душу рассказами о привидениях.
Огромный детально проработанный отель, исследование которого поможет раскрыть темные тайны прошлого
Бинауральный эффект, позволяющий испытать ощущение полного погружения
Захватывающая, трогательная история
Многоуровневая структура повествования, сочетающая элементы мистики и хоррора
The Game might might have the most terrific story but I will never know. I feel like I was bashing my head against a brick wall playing it.
The game feels like it was designed to be deliberately hostile to the player, with aggressive head bobbing, intense depth of field and an oppressively narrow field of view I was unable to make it past the first day.
Some of these things like the post-processing effects can be fixed in the ini settings but most you will just have to deal with.
The worst part is that these issues would be (presumably) easy for the developers to patch, but after two years with no word this doesn't seem likely.
If this gets patched I might try it again.
No spoilers!
This game is narrative-driven and the only games I can compare it to are The Vanishing of Ethan Carter and Tales Untold. The game really draws you in and the story is very compelling. Voice acting is great and the dialogue options immerse you deeper into the story. If you like to partake in a mystery thriller for 4 hours I strongly recommend this game. It is something different. If the game would have added more “detective work” and riddles I could rate it 5/5.
More subjective feelings: It is a game where you can almost smell the old rug on the floor in the long hallways, you can imagine how wholesome and pleasant the good days must have been in this old hotel. The team behind this game have done so many things right and their approach is something that sets them apart from bigger projects. The environment is treated as a character and exploring it helps you understand the bigger picture. This whole approach was a welcomed change. I see a lot of potential for the future of this studio and hope they will improve on puzzles, interaction and choice.
The term "walking simulator" tends to connote a certain freedom of movement -- that you can explore anywhere, in any sequence, at your own pace. In that respect, this game is less walking simulator and more rail-mystery-story. If you are the least bit observant, you will realize you need certain articles, only to discover the game obstructing your path. For example, at one point I observed that I was going to need a screwdriver. I knew exactly where The Screwdriver was located, walked from one end of the map to the other to get it, only to find that the game wouldn't let me pick it up, because I hadn't gotten to that point in the script yet. Likewise, some doors/passages are blocked by objects until you reach the appropriate point in the story, at which point the obstacles have magically disappeared.
Because the game won't really let you do anything except what The Script Says You're Supposed To Do, there's essentially no real puzzle-solving. This game is essentially all atmosphere, relying entirely on the map design and the story. There is a definite spookiness wandering around an empty hotel in varying degrees of disrepair (complete with secret passages) and, as others have described, the map is fairly lovingly detailed (although, if this were a real building, the architect should be fired -- who puts the dining area and the restrooms at opposite ends of the building?). However, while the story isn't exactly bad, I didn't find it particularly compelling, either. That, coupled with the annoying restrictions imposed by the script logic, keeps me from awarding a higher rating.
I don't want to hate on the game -- I bought it on sale, and I'd say I got my money's worth -- but this is probably for people who enjoy exploring atmospheric settings purely for its own sake.
TSORF is a walking sim, plain and simple. It's the story of Nicole, a young woman who travels back to a shut down hotel that she has inherited from her now deceased parents. The family's history ended in tragedy due to your father having an "inappropriate" affair and without spoiling the story: this is where the title of the game comes in.
Nicole is forced to check out the vacant hotel in order to sell it off but manages to arrive during a freezing blizzard and surprise surpise, Nicky is now trapped in the hotel and starts trying to unravel the tragic story of Rachel Foster.
The screenshots might look pretty but this is not a visually impressive creation (although the in-game rendered cutscenes are nicely animated) and technically it is functional but not much more than that. Movement is sluggish and gameplay-wise there isn't much besides walking forward and equpping a flashlight once in a while.
Basically a 2.5 out of 5 stars, there are better walking sims to play but if you enjoy a short semi-scary story, give it a shot.
... except walking, very slowly.
The atmosphere is empty-hotel-good. It gets a bit scary at times, but nothing too bad.
The story is okay, but nothing great. In the end it does'nt even make too much sense, and it's absolutely linear and gets shoved in your face without you participating much.
There is almost no feeling of exploration. Which is a killer for this type of game.
It goes like this:
You listen to them talking on the phone, then you head to that one place which drives the story fowards but get lost in the corridors on the way, find other, probably story-relevant things that you cannot yet interact with, find a lot of things you can pick up and look at, which you do, because the game told you to keep close watch, but you soon find out that absolutely nothing is to be found out about all these packs of cigarettes lying around ... and after arriving at the right spot, you listen again.
Very disappointing.
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Последние 30 днейПоследние 90 днейПоследние 6 месяцевЛюбыеПосле выходаВ период раннего доступа
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