Monday, July 22, 2013

SLENDER : THE ARRIVAL : Review



While Capcom was struggling to jump in with the horrific atmosphere that made the success of the first Resident Evil feet, a handful of independent developers have made up his mind to seize their chance and terrorize the public. In all likelihood, 2013 should be the year of the heart attack.

If all goes well, Amnesia: A Machine for Pigs, Outlast or Daylight should have finished hoist manufacturers pacemaker among the top global fortunes before December. These must already begin to rub their hands: a few weeks ago it came out of Slender: the Arrival, following the official free prototype with the delight of many youtubers. Is it already time to place his ball on the stock exchange in the medical field?

URBAN LEGENDS

The first interest as Parsec Productions and Blue Isle Studios is not just sticking livers but to do so using the Slenderman. Contrary to what a translation might suggest, it is not a beautiful and svelte Adonis but a person in costume, high of nearly three meters and potentially equipped with tentacles he hides behind his back . According to legend, it is the cause of various unexplained disappearances around the world, like the bogeyman of vampires and werewolves. However, unlike these ancestral beings, the man with outlandish proportions was born just four years ago on the net, before seeing its popularity grow exponentially. It is now a meme, a few prolific English bloggers to contribute into myth by building codes. Success is apparently appointment because the stories and photos of Slenderman implicitly rigged abound today on the canvas. Some non-Internet savvy even see hoaxes and therefore assume that others truly believe in the beast, or try to convince their readers and viewers of its existence.

Chances are slim that future generations integrate beanpole in bestiary used by parents to scare their children before bedtime. Nevertheless, there is something fascinating to see live creation escape its author to be gradually integrated into the popular culture. It all started with an idea launched on a forum: publish retouched images of paranormal phenomena. June 10, 2009, responding to a member pseudonym Victor Surge was posting two photos that the monster could be distinguished in the middle of children with closed faces, accompanied by four lines of text murky just right. Having grown, the phenomenon has been dedicating a free game 2012: Slender: The Eight Pages. Presented by its developer as a concept, it was so successful that followed was started, and it is to her that we are interested today. It also found a direct reference to the first episode with the second level called "The eight pages," in which the player must collect at night eight-page spread in a forest, chased by Slenderman.


Deep in THE WOODS

To be exact, it is not really allowed us to embody the character. Instead of a conventional subjective view, it is through a camera that we see the path traveled by Lauren. Very inspired by the independent horror films like The Blair Witch Project, [Rec] and Paranormal Activity, the use of a camera is not quite as innocent as film reflects the inevitability of events told. In this case, our amateur librarian goes to his childhood sweetheart, Kate, to take from him.

Obviously, the latter lives in a charming clueless middle of nowhere residential house, surrounded by a desert forest, caves and abandoned industrial complex. Also consistent with the clichés of the genre, we arrive at night without torch, and the mayor of hometown has not seen fit to install streetlights along the dirt roads. After exploring the empty house, we enter the room of Kate, whose walls are covered with writing frightened and frantic. The texts speak of course of Slenderman, its pervasiveness and possible means of escape. Then a shrill cry echoed through the night, the single broken window in the room.

It is time for our adventurer out to find his old friend in the woods behind the garden, armed with a simple flashlight found in the house. On her way, she discovers pages left on my office, cars, tents ... As soon as the first clue in hand, the video camera starts messing. Sizzling artifact, distorted display, all these effects will intensify until you thing. These indicators of its presence increase the pressure and make visibility almost zero just before it appears and we glue a good fright. The method used is not the most sought after, but it is very effective.

You have to imagine a monster coming out of the closet would have freed the latter furniture for his office. Slenderman can occur anytime, anywhere, often off-camera, or in front of us in a flash. The tension comes from the fact that there is no place to hide, and the environments are saturated with visual and physical barriers. The only way to stay alive is to escape the monster and never look especially its lack of face. In the panic and black, it will tend to eat a significant number of barriers in full pear, and any other objects located directly in our path.


BETWEEN SOI

With the eighth page, the ordeal ends and Lauren wakes up in broad daylight in the middle of a hill reddened by autumn trees. After a minute of walking, we go into a kind of underground base plunged into darkness. And no different. This time, eight generators must be enabled to supply a lift and rise to the surface. And the game loses all of a sudden a lot of interest. History vary a little terrors, a second antagonist chasing us to lacerate we face, but a good shot of the light in the eyes is in compliance long enough for us to put some distance between him and us. Unfortunately, its predictable monomaniacal ultra coupled to the repetition of actions already requested in the previous chapter defuses any effect of fear in revealing the artificiality. Came out, it was entitled to a new phase of day and darkness, day and then ... And then the game ends after two and a half hours a cul de sac and a final scene as enigmatic. Here, here ...

Slender: The Arrival is completely dispensable player in lambda. Its brevity is probably a way to compensate for the extreme poverty of the gameplay, and especially the maximum time that the omnipotent and unpredictable monster we can really stick the miquettes. Beyond addiction transform fear into mere surprise and specifications would not be met. But as said above, the interest of the game is to stage the Slenderman and his myth, or rather to participate in its development: it does not really sufficient in itself, but takes on a whole new dimension to an amateur legend maturing. The narrative is smart enough to never say anything openly and give free room for interpretation. Some characters do not have such a name, just initials at the bottom of a letter. Kate never met, nor the boy whose disappearance on a poster nailed to a utility pole on learning. And obviously, the "proxies" that painful character encountered in the underground, was a human before. But which one, and why is it in the service of the demonic entity? The game is sent directly to those who follow the evolution of the monster by other means. Perhaps too little world.

It would be cruel to conclude without mentioning the production and artistic direction. If all the textures are not bluffing, landscapes and environments are often beautiful. At night, the forest and the buildings take on the appearance of mazes. Day, we spent several minutes looking at the wooded valleys separating us from the radio antenna to which we take our journey. Human settlements leave an impression of decay and desolation which contrasts perfectly with the beauty of the wild and hostile elements. The sound is also very well used, and plays with reverb and echo intelligently, to make us more footsteps whose origins remain unknown forever hear. It is unfortunate that the game mechanics are not up to this lovingly crafted atmosphere. Too bad that the Unity Engine used lack of optimization: too often we spend 70 frames per second at least 25 following a corner a little abrupt. That is to say, throughout the game, each appearance of our continuing.


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