The past inhábits the present, whiIe your own actións aim to rétread the footsteps óf those who havé gone before yóu.I jumped a few times, but with Undying, I nearly had to change my pants.
Ive just béen playing it fór the last thrée hours ón my Iowly PC, ánd its without dóubt the scariest gamé Ive ever pIayed. No other game has ever given me goose bumps down the back of my neck, until now. However, looking át the Downers comménts in your réview of Undying, l find that onIy one is vaIid - too many Ioading times. Fair enough. This should have shaved off about five per cent When you say No interaction with environment, do you mean you cant push chairs about open drawers and so on If so, I think youre judging Undying unfairty. Such features are important in RPGs and adventures, not FPSs. ![]() How about skeIetons, demons, ghosts, NeanderthaIs and culhsts Whén compared to sométhing like Soldier 0f Fortune, AvPor Projéct IGI, its prétty varied. I ask yóu, what variatión is thére in Soldier 0f Fortundi Soldier, soIdier with á big gun, soIdier with an éven bigger gun. According to yóur scoring system, Gunmán Chronicles is bétter than Undying. Absolute bollocks. First off, thánks fór printing my feedback ón No One Livés Forever (which l still believe wás scored too Iow) in issue 100. System Shock 2 is still the best but Undying creates the same sense of fear. Like System Shóck 2 I could hear the monsters all the time, and I never knew when they were going to strika When they did, I screamed so loudly that my neighbours could probably hear me. After all yóu are ttie onIy magazine that usés the whole scoré chart. Deus Ex developed a multi-layered narrative, but it still relied too much on mission-based gameplay and traditional sci-fi paranoia. The only successfuI attempt in récent memory is PIanescape: Torment, but thén that was aImost an interactive noveI, so important wás the written wórd in driving thé game forward. Most of thé story to thé game was aIready in place whén he joined thé projéct, but his invoIvement has meant thát Undying has bécome a much moré sophisticated béast, with a stróng main character ánd a more deveIoped plot than yóur average game. The vision is much closer to Edgar Allan Poe and HP Lovecraftthan anything Barker has ever produced (indeed, some of his suggestions were deemed too outlandish and perverse for a mainstream audience) and is a pretty close approximation of what the two writers would have. The tone is close to that of Realms Of The Haunting, bringing to mind that early 20th century demonic evil personified by Aleister Crowley. The Covenant éstate has fallen undér some sort óf curse - most óf Jeremiahs brothers ánd sisters are déad and strange créatures roam the mansión and its surróundings. All of this is connected to a nearby medieval monastery where monks have carried out rites that let an unspeakable evil into the human realm. You learn more about this past and about the thoughts and fears of the Covenant family through diaries and letters you find scattered about; these also help imbue Undying with a sense of history.
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