Review: Wilson’s Heart

One of virtual reality’s (VR) many strengths is its ability to truly immerse players in fantastical worlds, making them feel part of a studio’s fervent imagination. And this is what you get with Twisted Pixel Games’ Wilson’s Heart, a dramatic film-noir style thriller/horror experience made in conjunction with Oculus Studios.

The first thing that’s immediately obvious is the entire videogame is black and white. This lends Wilson’s Heart an air of drama and intrigue that you don’t normally see in many titles, especially VR, and serves it well throughout the single-player campaign. Dark corridors and dimly lit rooms are unnerving from the word go, lights flicker, and that sense of foreboding never relinquishes even as you progress and become accustomed to the surroundings.

Wilson's Heart

All of this is equally matched by the audio quality Twisted Pixel has achieved in the title. The spatial sound not only compliments the visual design it surpasses it at points, finely picking out little flutters of noise that keeps you on your toes. You’ll be examining a table or object underneath a lamp to then suddenly hear a clatter or scutter from behind you, and this happens constantly without ever feeling overused. In terms of immersive atmosphere Wilson’s Heart has it in droves, but it’s the storyline that’ll keep you engrossed.

As the title suggests, Wilson’s Heart puts you in the role of Wilson who wakes up in a mental hospital to find he’s missing a rather important part of his anatomy, his heart. In it’s place is a weird orb-like artifact that has several uses throughout the story. While you spend a good portion of the videogame wandering around on your own you do eventually meet up with several others – some are friendly, some not so – that help to fill in the gaps. The characters and voice acting do make the whole story come alive, you become attached to them as you band together to escape the horrors lurking around the corner.

But this isn’t a jump scare kind of experience. Yes there are moments that’ll spook you – a face suddenly appears out of the darkness or from behind you – if you’re not paying attention, for the most part though Wilson’s Heart errs of the side of psychological thriller. The drama continually intensifies, aiming to keep you on edge for as long as possible, mainly because there’s one thing you can’t do, that is run away.

Wilson's Heart_E32016 (2)

If there’s one main criticism to leverage towards the title it’s the movement. It uses a teleportation mechanic that uses silhouettes of your character at fixed locations. While perfectly taking you through the storyline in a fairly linear manner, the system massively limits the amount of exploration you can actually achieve. Each teleportation spot means there’s usually between one to three items to interact with before moving on. In certain set pieces these silhouettes won’t appear until the correct time, literally leaving you in one spot until the required time.

This can then mean Wilson’s Heart starts to become a somewhat horror by numbers approach. If you investigate each area thoroughly – and then unless the story requires you to – there’s no need to venture back, which is a shame as the entire environment looks that good you’d want to explore every nook and cranny.

Wilson’s Heart is good, even very good at points. Expertly mixing its story, sound and visual aesthetics into a solid experience that’ll draw you in and keep you engrossed for hours. But there are some niggles with the constrained gameplay mechanics that hamper its ability to be a great title.

80%

Awesome

  • Verdict

Wilson’s Heart Review: The Oculus Rift’s Stylish New Thriller Delivers

Wilson’s Heart Review: The Oculus Rift’s Stylish New Thriller Delivers

WARNING: This is a review for Wilson’s Heart. We’ve done our best to keep things spoiler-free but some very light story elements and a few gameplay surprises will be revealed. 

Do you know that feeling you get when you’re standing at the end of a long, dark hallway by yourself? That constant buzz that tickles the primal parts of your brain and makes you wonder if anything is waiting at the other end?

In the back of your mind you know it’s silly to think anything might come around that corner. But for Robert Wilson those fears aren’t silly. They’re real. And they are coming straight for him.

Wilson’s Heart is the debut virtual reality game from Twisted Pixel. The studio describes the title as a “psychological thriller,” but don’t let that fool you. Wilson’s Heart is scary. And bloody. And sometimes gross.

But what it is most, is wickedly enjoyable.

In the game you take on the role of Robert Wilson, an elderly man who wakes up one stormy night inside what appears to be an abandoned insane asylum. However, as you begin to explore your surroundings you’ll quickly learn that the hospital is full of inhabitants. And most of them want you dead.

Visually, Wilson’s Heart is an absolute treasure. The black and white aesthetic was used by Twisted Pixel to evoke the familiar feelings of an old time monster movie and it creates an unforgettable atmosphere that pulls you into Robert’s horrifying world in an instant. Technically, the absence of color also allowed the studio to use larger texture sizes which makes the carefully crafted characters and environments look more striking than most fully-colored VR experiences. Everywhere your eyes go there’s something new to drink in. Just be careful, some things might be watching you back.

The only method of locomotion possible for Wilson’s Heart is node-based teleportation. Silhouettes of Robert will let you know where you can travel to and provide a hint as to what to do when you arrive. In most VR games, this would be an annoyance but in this one it feels like a smart decision.

This game is all about experiencing a specific story. Being able to walk into each and every corner of the asylum might feel more freeing, but it really wouldn’t add much to an experience built around storytelling and would have actually disrupted the constant flow of intrigue that kept us so steadily entertained as we played.

Limited locomotion doesn’t mean that there’s no exploration here, however. There’s plenty of little Easter eggs and environmental storytelling devices scattered around across the map. You may find a telephone to pick up, a newspaper to consult or a radio to switch on. All of these moments provide non-essential, but delightful moments of supplementary storytelling so be sure to check your surroundings carefully.

Your primary goal as Robert Wilson is to figure out what you’re doing in this hospital, how to escape and (perhaps most importantly) what happened to your heart? You learn fairly early in the story that you’re human heart has been replaced by a surrogate that is equal parts mystical and mechanical. This false organ will become accessible to you at key points in the game when it can be used to solve puzzles or fight enemies with a variety of different powers.

The puzzles you encounter are mostly based around progressing deeper into the bowels of the asylum. None of the puzzles are too challenging but they will require you to think and remember what resources in your environment you may need to move forward. One thing these challenges have in common is some sort of supernatural twist that get steadily more insane as the game wears on. We won’t spoil anything hear but you’re going to see and do some seriously messed up stuff if you manage to make it through to the end.

Many of these messed up things want to attack you, but thankfully Robert still packs a punch in his old age. That’s right, this game has combat and you’ll often find yourself slugging away at fiendish ghouls, blowing them away with environmental weapons or zapping them with a specific heart power.

Combat is one of Wilson’s Hearts rare weak moments. The enemies all look terrifying at first, but defeating them can feel repetitive. There’s a definite “rinse and repeat” feel to fighting in this game, which is disappointing for a title that’s so magnificently engaging in just about every other area.

One such area is the game’s audio. The sound design, music and voice acting are without question the best we’ve ever seen in a VR game. All star performances from bona-fide stars like Peter Weller, Rosario Dawson and Alfred Molina take the cinematic nature of Wilson’s Heart to a whole new level. The score is unnerving without being overbearing, and the sound effects are perfectly placed to make you check over your shoulder at just the right moments.

In the end, what makes Wilson’s Heart truly unforgettable is simply how amazing it is to experience. There’s a real story being told here and it’s being told with more technical skill and narrative charm than any other VR game to date. You’ll be thinking about this adventure long after the credits roll and the headset comes off.

Final Score: 9/10 – Amazing

Despite the occasionally repetitive moment of combat, Wilson’s Heart is a must-play game that elevates narrative, visuals, sound, and gameplay for VR experiences to an entirely new level. Your time as Robert may have been a nightmare, but it’s a nightmare you’ll be eager to revisit again, and again, and again.

Wilson’s Heart is available starting today for the Oculus Rift with Touch. Read our Game Review Guidelines for more information on how we arrived at this score.

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‘Wilson’s Heart’ Review

Wilson’s Heart (2017) is a psychological thriller that takes you on a wild first-person adventure through the mind of a hospital patient recovering from a curious surgery, one that has replaced his live-beating heart with a strange machine. Ripping it from your chest, you find it gives you a growing number of abilities to help you not only fight against your personal demons, but also some very real ones that have passed into the world thanks to experiments done by the brilliant, but clearly insane Dr. Harcourt.


Wilson’s Heart Details:

Official Site

Developer: Twisted Pixel Games
Publisher: Oculus Studios

Available On: Home (Oculus Touch)
Reviewed On: Oculus Touch
Release Date: April 25, 2017


Gameplay

Robert Wilson is a hard-boiled WW1 veteran who’s clearly seen some shit in the 67 years he’s walked the Earth. Voiced by actor Peter Weller (Robocop, The Adventures of Buckaroo Banzai Across the 8th Dimension, Star Trek Into Darkness), his gravelly, steady voice is strangely assuring as you stalk down the corridors and mind-bending rooms of the abandoned hospital complex—all of which would scare the living daylights out of anyone in their right mind. But that’s the thing; you don’t really ever know if Wilson’s in his right mind, or if the whole world around him is gone topsy-turvy. And his whirring, mechanical heart is to blame.

pulling electrodes from your head, image captured by Road to VR

Either way, he’s just that sort of classic tough guy you’d find in a dime novel detective story or comic book. In fact, the game is brimming with these sorts of ’40s tropes and archetypes, not to mention your standard selection of vampires, werewolves, lagoon monsters, and mad scientists ripped straight from the silver screen. Being rendered in black-and-white and featuring classic movies monsters might sound too campy at first blush, but the reality is Wilson’s Heart is a dirty, bloody mindfuck in all the best ways, so don’t be surprised when reality crumbles around you.

And the world of Wilson’s Heart isn’t just weird, it’s brutal too. Moving realistic-looking dead bodies to get to clues is a normal occurrence, and doing it in VR only multiplies the emotional effect. That said, jump scares happen, but they’re few and far between, leaving more room for the monsters, the bump-in-the-night atmosphere, and the supporting cast to do the scaring. Suspicious behavior from the group of survivors you meet will keep you guessing as to who’s on your side.

image captured by Road to VR

Because the adventure genre is usually heavy on narrative and scripted action, but tends to deemphasize combat, the fight sequences were a welcome bonus at first, adding more danger to an already skin-crawling universe. And while Wilson’s Heart is one of the most visually impressive VR games to date—and I can’t emphasize enough just how truly good it looks—the world’s monsters offer lack-luster combat which can become very predictable after the first encounter. Over the course of the game, the sense of danger I felt in the beginning slowly degraded into apathy as monsters follow the same attack patterns over and over throughout. Then again, you may not be in it for the combat aspect at all, which is just fine.

You may be in it for the story. I finished the game in a little over 5 hours, and that was with plenty of deaths and faffing around with some of the world’s literature, however if you read every comic book, newspaper, and rustle through every drawer for clues, you could take longer. These can be informative, silly, and downright creepy as the comics slowly enter the weirdness factor that is your constantly changing reality. While playing off its patented brand of 1940s camp, dialogue is well-scripted and its phenomenal voice acting help to keep it on the modern-side of storytelling.

You may also be in it for the puzzles. Because you straddle the line between figuring out if the world is crazy or if it’s all in your demon-addled brain, puzzles become more and more surreal as you go. From turning on lights to scare away demons, to the gravity-defying act of flipping an entire room to get to a stubborn door that keeps disappearing, puzzles are usually interesting. I did however find them oddly placed, bordering on completely arbitrary. Oftentimes I would walk into a random room, find a puzzle, solve it, and leave not knowing why I had entered in the first place.

Immersion

It’s clear from the start that the developers paid lots of attention to getting characters to emote naturally and look alive—something that is more important in VR than on traditional monitors because you’re actually face-to-face with a person, and can naturally tell when something’s off. Characters in Wilson’s Heart make eye contact and seemingly talk directly to you, grounding you further in the narrative. Character design is still cartoonish though, keeping it safely out of the uncanny valley.

This leads me to my least favorite part of the game: the lack of agency. As a player, you’re constricted to node-based teleportation, meaning you only have a few choices on where to go. Walking into a room, you immediately see the hot spots for clue locations and all important drawers are highlighted, which takes away some of the joy of exploration personally.

image captured by Road to VR

Inconsistent object interaction also adds a layer of frustration on top of this, as one moment your mechanical heart can fly out of your hand and directly hit a demon, and the next it literally avoids an important target because the game has a better idea of what you’re supposed to do. In this regard, I kept butting my head against the game. A monster has to die in one way and one way only, because the game demands very specific interactions. And that wouldn’t be a problem if the game’s demands were consistent. Hand-to-hand combat with one enemy can differ wildly across similarly-sized enemies for seemingly no reason at all. One moment you can block a punch from a demon, and only a short while later the blocking mechanic is no longer effective. You’re then punished with death until you can find that one item in your periphery that you necessarily must use to continue on with the sequence.

And the heart. Your mechanical heart, although gifted with several abilities, will also activate in only a few ways deemed useful during a fight. Using the abilities when you’re prompted oftentimes culminates in the most cinematic death possible, but leaves zero room for player creativity.

learning your new ability, image captured by Road to VR

Comfort

Because the game features node-based teleportation, and no other artificial locomotion scheme, Wilson’s Heart proves to be an exceedingly comfortable experience.

As a standing experience, the two-sensor Rift set-up is enough to get you by, as nodes tend to put you either facing the action or the object of interest, so nearly always a forward-facing experience. That said, a 3-or-more sensor set-up can certainly give you more mileage in terms of facilitating smoother object interaction and greater room-scale immersion.

Lastly, the inventory system is a simple, ‘on-rails’ experience, as important items are stuck away into the ether and later retrieved automatically when needed, so there’s no fumbling through submenus to find what you need. In fact, there are no menus, health gauges, or HUDs to distract you on your quest to retrieve your heart and escape the hospital.

The post ‘Wilson’s Heart’ Review appeared first on Road to VR.

Twisted Pixel Stirs Up Your Emotions In The Psychological VR Thriller Wilson’s Heart

Twisted Pixel Stirs Up Your Emotions In The Psychological VR Thriller Wilson’s Heart

Take a look at Twisted Pixel Games’ past releases such as Splosion Man and Comic Jumper, and you’ll notice common themes like interesting characters, vibrant settings, and unique gameplay mechanics. The company’s experience creating such memorable elements has culminated in their latest effort, Wilson’s Heart, a visceral first-person experience built from the ground up for VR on Oculus Rift.

Set in the 1940s, Wilson’s Heart casts players as Robert Wilson, a patient who wakes up in a hospital only to discover that his heart has been replaced with a strange mechanical device. As you begin to explore your surroundings, you realize that something is terribly wrong with the hospital, and you must race to solve puzzles, survive ghostly encounters, and figure out the mystery behind your predicament.

Wilson’s Heart is now a part of the new GeForce GTX Oculus Rift Bundle, too. Gamers who purchase a qualifying GeForce GTX 1080 Ti, 1080, 1070 or 1060 video card, system, or laptop along with the Oculus Rift and Oculus Touch motion controllers will get three great VR games for free. You get the superb action title Superhot VR, Insomniac Games’ magic infused The Unspoken, and Twisted Pixel Games’ virtual reality powered psychological thriller that’s guaranteed to get your heart pumping.

The Heart of the Matter

Creating this kind of unique, visceral experience was the main goal Twisted Pixel Games had in mind from the very start. Even though Wilson’s Heart represents a new direction for the company, they still wanted to stay true to their history of creating titles capable of impacting gamers in a profound way.

“Wilson’s Heart will be our seventh original title but it’s our first designed to be played from the first-person perspective,” Twisted Pixel Games’ Chief Creative Officer Josh Bear explains. “That change brought new challenges but we were still able to rely on our past experiences in several ways, like making character interactions feel engaging and responsive, emphasizing quality animation, and pacing the gameplay with a variety of mechanics across puzzle solving, combat and exploration.”

The move to the emerging VR platform was also in line with the company values, as Chief Executive Officer Bill Muehl explains: “We also like pushing the potential of new tech. An early example of that was our 2011 title The Gunstringer where we set out to make a game for Microsoft’s Kinect hardware.” That willingness to embrace new technologies allowed the team to see the potential of VR rather quickly. “In 2015, Jason Rubin and Mike Doran at Oculus gave us early access to their Touch hardware and it blew us away from the moment we tried their first prototypes,” Muehl says. “We knew our Wilson’s Heart concept, with its first-person hand interactions, was a perfect fit.”

Heart To Heart

The interactions Muehl mentions is an integral part of the Wilson’s Heart experience. Twisted Pixel Games worked hard to take full advantage of VR’s ability to immerse players within the game world. However, this presented the team with some interesting storytelling challenges, the biggest of which revolved around a key feature of VR: the player’s ability to freely look around. But that just motivated the team to look for clever ways to maintain the illusion for players.

“We saw right away that we’d need to get really smart about things like sound design and subtle visual cues to guide the player without breaking the immersion,” Bear notes.

Handling player movement was also an aspect the team wanted to tackle head on. “Dealing with locomotion in VR was definitely a challenge,” Bear says, “but we decided early on to commit to a node-based teleportation system that perfectly fit our gameplay and narrative design. This lets the player navigate in a more comfortable fashion, and we could ensure every encounter and interaction was as interesting as possible.”

Wilson’s Heart is also built using a custom engine. “We used our own internal tools, so there were some initial challenges optimizing for stereo rendering at high frame rates,” Muehl says. Thankfully, the team was able to overcome the issues and ensure a great experience, especially for gamers who own capable hardware like the GTX 10-series that can adequately power a high quality VR title.

What The Heart Wants

Owning a high-end card like the GTX 1080 also means you can fully enjoy the game’s signature visual style. The black-and-white graphics of Wilson’s Heart lend the world an incredible sense of atmosphere and mood while also paying loving tribute to the early days of cinematic history.

“We drew a lot of inspiration from the old Universal Monster movies,” Bear says. “I’m a big fan of the Boris Karloff, Bela Lugosi, Lon Chaney Jr. era of the 30s and 40s so you’ll see lots of callbacks to their movies.” In terms of vibe and storytelling, Bear also cites another iconic property that stands as one of the best TV shows ever created: “There’s some Twilight Zone influence in there as well.”

There was, however, some initial trepidation as to whether or not it was the right choice for the game. “Honestly, we weren’t sure if the grayscale art direction was going to help or hurt us,” Muehl admits. “But once we had a prototype running on the Oculus Rift, we saw right away that it wasn’t a distraction at all. It actually turned out to be key in building the atmosphere we were looking for. The grayscale also allows us to play with lighting and shadows in ways that can be more dramatic than color.”

The Beating Heart

With a cinematic art style and a compelling first-person perspective in place, Twisted Pixel Games could focus on the next layer of storytelling: the game’s audio. The team built an extensive library of sound effects and music to bring the world to life. They also hired an experienced cast of actors and actresses so every character you encounter is guaranteed to be memorable.

“We were certainly fortunate to get so many high caliber actors involved,” Muehl says. “Having talent like Peter Weller, Rosario Dawson, and Alfred Molina on board really elevated the production value of each character’s personality.”

To help the actors get into their roles, Twisted Pixel Games shared an early version of Wilson’s Heart so that they could experience the world for themselves. While it was mainly done to help inspire their performances, the team also found it gratifying that respected professionals who have starred in big budget hits were enthusiastic about their work.

“Watching their excitement and positive reactions to the game while using the Oculus Rift and Touch controllers was really encouraging,” Bear says, “especially knowing that they’ve also worked on blockbuster films throughout their careers.”

The Heart’s Content

It’s fitting that Twisted Pixel Games turned to classic cinema for inspiration while creating their first VR game. Just as the film industry of the early 20s and 30s brought us wondrous movies that paved the way for current blockbusters, the relatively new medium of modern virtual reality has given us experiences like Wilson’s Heart that demonstrate the incredible things to come.

With its heady mix of atmosphere, storytelling, and refined gameplay mechanics that take full advantage of VR, Twisted Pixel Games’ latest effort helps prove the platform’s potential to transport our minds and dazzle our senses.

Gamers can claim their free copy of Wilson’s Heart along with two other awesome VR games—SUPERHOT VR and The Unspoken—by taking advantage of the new GeForce GTX Oculus Rift Bundle. It combines the power of a GTX 10-series GPU with the Oculus Rift and Oculus Touch to give you the best VR experience possible. Go here to learn more about this limited time offer.

This is sponsored content which has been produced by NVIDIA.

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Watch The First 45 Minutes of Wilson’s Heart: It’s Like Bioshock in VR

Watch The First 45 Minutes of Wilson’s Heart: It’s Like Bioshock in VR

Yesterday, Twisted Pixel and Oculus Studios released Willson’s Heart — the highly anticipated psychological VR thriller. We also got to play the game for the first time way back at E3 2016. But, now that the game’s out, we’re happy to be able to bring you more horrifying black and white content then ever.

Below you’ll find the first 45 minutes of Wilson’s Heart. There will be spoilers and maybe one or two screams along the way. Check it out…if you dare.

Note: The screams you are about to hear may sound like a small child but that’s just a trick of the audio equipment that was used to record. UploadVR wants to assure our readers that Joe Durbin is very much an adult and does not get scared ever. Also he drives a corvette and texts Lebron James on the daily. 

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Oculus Rift Exclusive Wilson’s Heart Release Date Confirmed

Today Twisted Pixel, the developer behind psychological thriller Wilson’s Heart, has announced a release date and price for the experience. 

Originally announced during E3 2016 in June, Wilson’s Heart will launch on 25th April 2017, priced at $39.99 USD exclusive to Oculus Rift and Touch.

Wilson’s Heart is a first-person thriller putting players in the body of Robert Wilson, a 1940’s hospital patient who makes a grim discovery upon waking up. His heart has been replaced by a mysterious device. As players wander the hospital they’ll discover increasingly maddening corridors, environmental hazards, and sinister inhabitants whilst trying to recover their heart and the reasons for this craziness.  

Described by the developer as having a “one-of-a-kind visual and narrative style”, Wilson’s Heart fully implements Oculus Touch support, allowing players to utilise natural hand gestures to interact with the people and patients they come across.

Last year Wilson’s Heart also won Best Virtual Reality Game at the Gamescom Awards 2016.

For the latest updates on Wilson’s Heart, keep reading VRFocus.

Hands-on: ‘Wilson’s Heart’ Combat, Puzzle Mechanics, and April Release Date Revealed

Wilson’s Heart, the much anticipated psychological thriller developed by Twisted Pixel and published by Oculus Studios, is due to release exclusively on the Rift on April 25th for $40. In a recent hands-on with the latest build of the game, I got to see how the title’s combat and puzzle mechanics will work.

Set entirely in a black and white color scheme, Wilson’s Heart is a rather unique looking VR game which puts you in the shoes of Robert Wilson, a patient experiencing some serious delusions in a 1940s hospital. Playing as Wilson, you’ll notice that a few screws are loose, especially when you find out that his heart has been replaced by a mechanical device with mysterious powers.

Developer Twisted Pixel says Wilson’s Heart is a full narrative experience that they expect to span 8-10 hours. The game features an impressive cast—including Peter Weller, Rosario Dawson, and Alfred Molina—who will take up characters in the narrative.

wilson's-heart-3And while story is said to be an essential part of the game, our recent hands-on with Wilson’s Heart was all about combat and puzzles. We spent 30 minutes with the latest build of the game, which you can watch in the video heading this article.

The game’s node-base teleporting locomotion system underscores everything, and it’s sure to be a point of contention following the game’s release next month. In order to navigate around the world, you look around for outlines of your character and press a button on the Touch controller to move to that location. When you press the button the screen fades black for a few second and you’ll hear some shuffling before the world eventually fades back into vision.

Generally you’ll be teleported directly in front of a door or some other interactive object, which often means looking behind you to find the next node once you’re finished with the current node. For people with 360 degree Rift setups, this probably won’t be much trouble. For the front-facing folks (likely the majority), it’s a little weird to look almost 180 degrees behind you when you need to keep your feet mostly planted to remain facing forward in the real world.

Early in my time with the game I found a supply room with a spinning number lock, but I didn’t know the combination. Jumping from node-to-node to search the grungy white-tiled halls of the hospital, I eventually made my way to another room where I found a note which had the combination to the lock written on the back of it. I teleported back to the lock and reached out to spin it to enter the numbers and release the lock. Inside I found a pair of rubber gloves. I wasn’t sure what they were for, but they were outlined in such a way that the game was telling me they were important, so I picked them up and stashed them in my inventory (a portal that appears when you pick up something that you can keep for later)

I found my way further down the hall to a bathtub filled with black liquid, which apparently required that I wear the gloves in order to pull out the plug. At this point I’m not really sure why the plug needs pulling, but the game is pushing me to do so, so I attempt to put on the gloves. It took me two tries followed by a hint from someone watching me play (in the real world) before I realized that, rather than intuitively sliding a glove onto each hand, I was to place the two gloves (which stuck together as a single object) essentially into one of my arms, at which point the gloves suddenly appeared on each hand.

Then I went to reach into the tub to pull the plug but found the world blurred out as I reached for it; this was the game’s way of telling me that I had exited the approved playspace. I stepped back and the world came back into focus. I tried again to reach the plug but again the world went blurry. Someone standing nearby told me to take a step backward (in real life), which I did, and reached for the plug again. The world blurred once more, but this time the plug came out and the liquid quickly drained.

After the liquid was gone I saw a piece of paper (yes, under the liquid) and a key near the drain. I don’t know why I wanted these items, but they were outlined (the game once again telling me I was allowed to grab them) so I reached down to pick them up, at which point the drain sprouted tentacles and a giant squid monster emerged from the tub. Looking down at my hands, I could see its tentacles around my wrists, at which point my inventory presented a chisel (indicating it was time to use it) which I had picked up earlier. I grabbed the chisel and stabbed at the tentacles, eventually freeing each arm.

Now, I wanted to hang onto this weapon that I had just used to hurt the monster in front of me, but I wasn’t allowed to keep it in my inventory now that it had served its scripted use. Mind you, the monster was still writhing in the tub in front of me with its mouth agape. Although I was free and could now teleport away from the monster with no apparent threat, it was clear that I wouldn’t be able to proceed until I got rid of it. Personally, I would have used the chisel from earlier to finish stabbing it to death (though I had been forced to discard it), but the helpful tipster from earlier told me that I should teleport far down the hallway to another room to pick up some electricity-generating box… thing… which I had seen earlier. I picked it up and then teleported back to the monster and threw the box into its mouth which dispatched it. Without the hint, I can only imagine how long it would have taken me to figure out what I needed to do to progress past the monster.

Although there was a monster present, there didn’t seem to be any real threat, so I take it that this portion of the game was meant to fall into the puzzle category.

Continue Reading on Page 2 >>

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