![]() ![]() (I'm being a bit cryptic to avoid spoilers)Ĭlicking on the card makes you double down on what was said and clicking on the bed makes you relativize. Doesn't make much sense to me.Īt a certain point in the game a character, let's call them the Red Death is holding a card and you can click on either the card or the bed. Not only is that a nonconsecutor, but it's a bit weird as well, isn't it? Someone wanting you to try other options through withholding the information what these options are. I'm not telling you because I want us to do this over and over." And the narrator doesn't give you the options, but instead says: "Here are three option upcomming, do you want the first, second or third one?" You'd probably ask what the options are and he just tell you "Well, I will tell you after you picked. Imagine you are being read a choose-your-own-adventure book. These choices are pretty much the only game mechanic the game has. I actually feel that the opposite is true. and the mystery of these is supposed to encourage you to go back for more playthroughs. Since development hasn't fully ceased, it may still be feasible to implement it, even at such later stage. And then later port it back to pc? Perhaps even offering (at the options) 2 different interfaces. Still, since (some) people seem to be struggling with it, perhaps the creators should consider re-working on the interface when developing the console versions. And I always try to experience the different permutations anyway. Come to think of it, radio does stimulate our imagination differently from literature or tv. It did feel refreshing, even if not all choices were easy to discern. Honestly, I did like this visual approach to the choices. So I actually had to take action at some points. I did try a "default" run of the game without making any choices, letting the game itself pick up everything for me and was able to notice that while on the field scene (in which Ellis constantly falls to the ground) the game can run its course, but during the Dekker episode as well as the last one (with the pair stuck in a room) that the game would either force some choices (Dekker), or go into an infinite loop (the room). How hard would it be to implement an alternative interface? Or to assign numbers to each choice that could be selected with keys 1,2,3 and 4 on the keyboard? With keyboard 4 always being to auto-reject all given choices? It’s the sort of horror that amuses and delights, rather than tries to leave you unable to sleep.If I'm not mistaken, you are currently working on the console versions, right? Still, Dark Nights with Poe and Munro is rarely “scary,” usually opting to be unsettling and leave you uncertain. But the story is generally left up to your own interpretation, which is fitting for short-form horror of this nature. Things are almost never fully explained, and there are usually hints of some deeper horror or supernatural element. That says a lot for how much I wanted to explore each episode. And some of the possibilities do offer up some unique twists on the tale. ![]() Before unlocking the skip function (after finishing all six episodes), I was spending over an hour on each just to see the different ways things could play out. While they’ll always come to some sort of conclusion, there are plenty of alternate paths, endings, and extra details to uncover, some of which can comprehensively change your understanding of each story. ![]() That episode length probably doesn’t seem too long, but each of them begs to be played more than once. ![]()
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