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A horror game in the footsteps of Kojima's PD

A horror game in the footsteps of Kojima’s PD

Although a few years have passed since the release of PD, there is no doubt that it is a “playable teaser” written by Hideo Cozima and Guillermo del Toro. One of the most important tests of last generation consoles. His influence sparked the intensification of the horror genre, and there are many topics that have tried to reflect the creative flashes seen in the project’s introduction – never born – Silent Hills. Evil Insight fits this trend PT clones It also excites the addictive urge of everything that has made the now inaccessible teaser special and unique. The result was a narrow headline that, unfortunately, failed to clear up the serious conflict with Kojima’s work, and production further multiplied all the limits dictated by the low budget.

Horror without personality

A demo like PD was thought to contaminate the collective imagination, leading to a set of titles that were clearly inspired by the chaotic cycle that marked the playing teaser. Titles like Visage (if you don’t know, are ours here Visual inspection) Take the work of Kojima and Del Toro The starting point for creating a game that seeks its unique identity, Evil Insight chooses the completely opposite path, firmly anchored in the structure of the reference play.

Young Mark is found orphaned by his mother after being killed by his father for no apparent reason. In desperation, the protagonist tries to communicate with the spirit of the dead through an Ojia table, yet triggers a series of occult events. The player’s goal will be to recreate the shattered board in an attempt to make Mark look like a trapped dream.

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In fact, as happened in PT, the user will force himself into the walls of a house with the only chance of crossing only one corridor, the final door of which will return to its opening.

In each cycle through this system, Benrose scale is similar to optical illusion, The environment will change slightly. In this way, always allowing for new interactions and rearranging a different space that is immobile and constantly at the same time.

Evil Insight also proves to be a profoundly in-depth experience that requires more attention from the player through first-person vision, and must quickly learn to recognize every little change, be it a moving painting or a drawer. Slightly open, listening for all audible clues that suggest opening a door or activating a switch.

When ideas are not enough

The problems of Evil Insight precisely arise in the concrete development of these playful complexes. With PT, Kojima deliberately created a secret experience, A week in his plans is unsolvable.

Its purpose is to unleash all the clichs of the horror genre and motivate players to the “social” dimension of the invention, an improvement that should be compared to all the other users who have lost the madness of the demo. Unfortunately, Zantosoft’s developers could not go beyond the path invented by the Japanese game designer. Sometimes it seems to play more of an amateur remake than an independent title: the layout of the house is the same as it has already been seen – both in layout and furniture distribution – but the tricks that allow for progress in the same playful and story game are that they deviate from the demo, thus creating possibilities for innovation, innovation and engagement. Removes any feeling. At some point when Evil Insight proposes new playful solutions, unfortunately we will be ahead of completely planned ideas that deserve completely different implementation attention. For example, after the middle of the title, the player will face a “cycle” of himself in the mirrored version of the house, which manages to change the spatial perception of a simple, never-familiar environment.

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Unfortunately, these are poured into a continual resort of intermittent intuition and fear that transcends any depth, further enchanting the emotional engagement in a short period of time.

Not to mention that the game does not have a long lifespan: Evil Insight takes about 2 hours to receive final credits, But all dead times commanded by a certain recession of movements and instantaneous reading of environmental mysteries are included in the number. Once these obstacles are removed, the second flow can be completed without any problems in about half an hour, which highlights the clear gaps in the product content. PD, after all, was a playable teaser, a playable advertising stunt designed to transform a video game’s classic ad format, no wonder Hideo Kojima Communication Master.

It was an announcement of intent, a taste of the dream waiting for the player outside the house: waiting to find the Silent Hills. Evil Insight, on the other hand, exits once you cross the walls of the house, leaving a sense of imperfection.

The technical realization is also desirable: strictly beyond the graphic element, Evil Inside does not have an artistic direction that can overcome the limitations imposed by a clearly defined budget. Despite the decent lighting system and good sound work, the title loses its ability in the relentless search to recreate the same situations already experienced in the Silent Hills demo, Makes the comparison even more unequal.