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So far, in terms of the output of horror/psychological thriller games, the performance of Polish developer Bloober Team has been uneven. People like The Observer and The First Level of Fear certainly feel their most successful efforts to date. . However, with every riveting, Rutger Hauer’s cyberpunk horror film attracts the menacing Blair Witch spin-off, and unfortunately, “Layer of Fear 2” (Layer of Fear) Fear 2) The situation is much greater than the former.
This is the sequel to the 2016 high-profile psychological horror film. Seeing players playing the role of a Hollywood actor, he heard the call of a mysterious director and found himself boarding a creepy ocean liner. He slowly began to disband, forced to relive the trauma he saw in the past, an already fragile reality began to collapse. Of course, there is an interesting core premise here. When you stumble on the cursed corridors of this cursed ship, there are several different storylines vying for your attention, but relying too much on the terrifying intimidation The tactics, a few frustrating insta-kill parts, and a few boring puzzles make this feeling a little drag on the whole.
Fear Layer 2 do A good start was made. The first of the five acts of the game introduced the player to a Titanic-like scene in which many matches took place. Interactions with doors, objects, and joysticks-the only real means for you to truly interact with the world-to participate well, requiring you to hold “ZR” and then rotate your fingertips to lift, open, twist or rotate with your hands Grasping, and this physical level combined with some of the early visual touch, the fear of jumping and the ever-changing environment, gives the impression that we are indulging in this boring time.
However, after the initial honeymoon period, the game relied on the same hallway moving camera skills, weird mannequins and annoying chase sequences, and soon collapsed. It will take a long time for you to stand firm on its spread narrative, willing to try-almost no success-to scare you, without providing any solid reason or purpose to push you to continue through ineffective bumps and jumps.
The third act does not want to spoil the content of the story, and try to make a difference in this regard, because here, we finally begin to feel as if we have learned the painful childhood memories of the protagonist’s background through a trip. However, mediocre gameplay will recur and force you to cycle through the same area repeatedly in a way that the usual quality does not feel involved or rewarded in the fear and confusion of the story. From here into the fourth and fifth acts, things continued to go downhill, and in the last hour or so (it took us four hours in total), we finished the campaign. The narrative structure and effort play no role, as it ultimately leads us to feel a lack of connection with the incarnation of pain.
When you enter these final actions, the whole work has become so repetitive that all attempts at fear have indeed begun to completely stalemate. Facts have proved that only so many times can we discover that the surrounding environment has changed, or face to face with weird mannequins, and then become immune to them. There are also many very obvious nods in classic horror movies. These strange stories are weirdly placed in the lawsuit (we can’t figure out why peeking through the hole in the wall here will find a corridor, shine, And Danny’s tricycle), it will only really weaken any atmosphere the game tries to create for itself in its own unique universe.
As we have already mentioned, the puzzles in “Fear World 2” are equally disappointing, on the one hand it is too easy to mix together (Oh look, the combination of locks is written on the paper next to it) To make it completely out of logic, so much so that they press all the buttons and hope to reach the best condition. Fortunately, the enemy’s encounters can be turned off through the game’s safe mode, which is equally frustrating. A simple chase mechanically turns into an offensive sequence that needs to be repeated until you remember the exact escape path you need to avoid being caught.
When you combine all these game flaws with a story that cannot be explored in depth or explore its more interesting aspects, it is nice to let you guess the most, and never really take root or connect with the protagonist of the game-the psychological fear you leave behind Unable to participate, unable to frighten and unable to linger in human memory for a long time. Here you can see some different endings, and some collectibles and other odds and ends can attract you into another game experience, but in fact, the idea of experiencing this kind of ordeal again is not attractive.
A more positive point is that “Fear World 2” is indeed visually impressive, and compared to other versions of docked games and the Switch port is outside the expected texture degradation here and there. It looks and sounds very good. Portable mode. You can even choose options including unlock frame rate, allowing you to turn off the default 30fps limit for a faster response experience. However, we did notice that when the screen was busy, this would cause some obvious jitter, so we quickly returned to the safety of the 30fps upper limit.
“Lars of Fear 2” is a disappointing follow-up to 2016’s interesting and effective psychological horror work. There is a good premise here, a solid environment and an opportunity to tell an interesting story, but in most cases, this feels like a waste. Although it looks and sounds good, predictable panic, repetitive gameplay, disappointing puzzles, and a story, no decent connection is ever made, which leads to a game that is hard to recommend overall.
About the author
Ronald is a blogger who is always fascinated with the games and the amount of knowledge he can gather from the internet. He is trying to nerdify everyone around his with that same knowledge, through his writings.