While the neighbor chasing you might freak you out at first glance, it gets annoying quickly. Aside from the creepy music, most of the game is about as scary as a child playing keep-away with a toy from an adult. The game is advertised as horror/stealth but there are almost no scary moments whatsoever aside from a few moments here and there and even then it's not genuinely that spooky in the slightest.Since being caught by the Neighbor just results in the player respawning in the backyard as if nothing had occurred, it does not deplete your inventory or impede your progress, implying that it only discourages the player from engaging in such behavior. It just teleports you back to the beginning of the level your inventory and progress are unchanged. Similar to being nabbed by the neighbor, "restarting" a section somehow doesn't effectively reset anything. There's no punishment for avoiding the neighbor.They should’ve focused on that and stealth elements rather than try to make it a weird amalgamation of different genres. What initially drew people to the game was the AI of the neighbor learning from your previous failures (boarding up windows, checking closets, etc.). It’s a stealth game where you avoid the neighbor, and has horror elements, platforming, puzzles, and deep, convoluted lore. Combine that with the idea that the devs seemed more focused on making the game seem like it has intriguing lore like FNAF, and you have a game that tries to be too many things at once.
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