![]() With no power, the creature patrols for much longer, creating tense moments as you scurry under a desk or hide in a wardrobe. While it prefers when the lights are off, it will venture out whenever there is a loud noise, searching briefly before diving back into one of its hidey holes. It is deadly in tight spaces and will give chase for a moderate distance. Sometimes it lingers just inside those holes, grabbing Henri if he gets too close. The stalking creature has excellent hearing and will follow Henri around like the xenomorph in Alien: Isolation. When the power goes down, the monster comes out to play. Thankfully, a pocket-watch indicates how long is left before the lights go out, allowing players to time their expeditions. The generator is a thirsty machine, so an ongoing task is bringing back fuel for the next trip. Some of the power is daisy-chained players must throw switches manually to bring life to remote equipment. The generator must be running to complete some objectives and the light also makes it easier to navigate. Next to the admin room is a generator that powers everything, from lights to a water pump and security doors. On the wall is a map that shows the bunker’s layout, consisting of a central command and four large wings: arsenal, prison, soldier’s quarters, and maintenance. It has a lantern to save progress and a storage chest to free up inventory space. The admin room is a safe haven, of sorts, with two lockable steel doors and no holes from which the creature can emerge. As you slowly explore, by physically pulling open doors and moving objects in typical Frictional fashion, more secrets are uncovered.Įventually you will find your way to the administration room, which becomes a staging area to launch trips deeper into the loneliest corners of the bunker. Sound is minimal (there is no music) but is important to both gameplay and mood. One German prisoner is still alive, and he begs for freedom between shrieks of fear as the monster encircles his cell. Tripwires are placed haphazardly all over, as soldiers tried desperately to kill a beast that hunted them down. Explosions shake the ground above, sending dirt falling from the ceiling to remind players they’re in the middle of a war. The bunker tells a better story thanks to its great atmosphere. Although the notes do an okay job of setting up the basics and providing objectives, they rarely extend beyond the predictable and the story feels like background noise. It is hard to grasp them as people in this dark place. Not many characters are humanized in these letters, so true fear rarely jumps off the page. A few died early, causing suspicion and division. The soldiers heard scratches and moaning, turning some crazy and others into husks of fear. ![]() Other letters are from his fellow soldiers, explaining what happened just before Henri awoke and teasing future encounters. Some are written by Henri, to fill the gaps in his memory, but the amnesia part of the narrative is, sadly, forgettable. ![]() Notes found around the bunker reveal more about the state of play. With the exit sealed, Henri must find dynamite and a detonator to escape before he becomes mince meat. While Henri gets a revolver early, its limited ammunition cannot kill the beast and only sends it away for a brief time. The beast is a mix between a human and a werewolf, with sharp claws and a massive jaw. Nobody seems to be alive and you soon learn why a creature lurks in the walls, emerging whenever it hears a loud sound. After leaving the infirmary, it does not take long to stumble upon brutalized corpses, blood trails, and strange dog-sized holes in the walls. A note from the doctor reveals Henri is suffering amnesia, providing a tenuous link to the previous games. After a failed rescue attempt and an explosion that knocks him unconscious, Henri wakes up on a hospital bed inside a French bunker. You play as Henri Clement and are introduced to the atrocities of WW1’s trench warfare during a brief opening.
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