![]() It is really interesting, but also very unclear and I think it missed the mark by being too cryptic. You are frequently left without a clue of what to do or where to go, which means that much of the game is actually spent following Brown while piecing together clues to the story through cutscenes. Picking up the scent of inventory items, he will guide you to related findings that will eventually lead you stumbling down the path to your next objective. The problems with navigation lead to a core gameplay mechanic in the form of Brown, your canine companion. I found it really easy to get turned around, especially since much of the hallways look similar. There are a lot of rooms, many of which are locked, and the map never marks what doors you checked. The map is generally unhelpful and the majority of the game consists of navigating through what is essentially one long corridor. Most of the encounters with the boring, bland, recycled enemies can be avoided fairly easily, but the boss fights are agonizing and the final chunk of the game is brutally annoying. It was clearly never tested and at times, it is borderline unplayable. On the other hand, the combat is abysmal, even by survival horror standards-the hit boxes are inaccurate and the animations are floaty and slow, making it difficult to land a hit on anything. The grain filter is another strong artistic decision that helps to sell the visuals. I found the liberal use of a string quartet to be a particularly compelling choice for the soundtrack which perfectly frames the 1930s setting with the sounds of the burgeoning post-tonal movement of early 20th century music. ![]() The story is framed like a twisted fairytale and is a lot more mean-spirited and than it is ever scary. In fact, I would argue it’s a stretch to call this a survival horror at all, despite the obvious influences. 8h 44m PlayedRule of Rose has a very unique atmosphere, especially amongst others within the survival horror genre.
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