![]() The existing bugs in the game strengthen aren’t helping with this. You get lost or frustrated easily while searching around for that special place you have to visit next. The events during the game don’t explain much but this might not motivate you enough to continue playing. However, a richer kind of storytelling would have helped a lot with guiding the player through the game as well as intensifying the mystery. The later parts of the game use that kind of communication a bit better. Sadly, A Day Without Me tends to skip building up an agenda – even if the quest log advises on what to do next. Still, the bits of information feed the storyline and give the player an agenda. The latter happens when the player and the character explore the game together. But the line between both sides begins to blur when the state of not knowing is used as a feature to reset you mentally like the character in the game and building up the immersion. From the introduction to the storyline and world to the ending, there is (almost) no explanation. Then again, the state of not knowing consists of a lack of these bits. For example, the world could be seen in a totally different way after just one bit of information – and could be twisted again with another. According to that, the immersion can grow because the world unfolds in the mind of the player. The mystery can grow if the level of information grows or extends the assumed borders of the mystery. Mystery tends between fascination and fantasy based on only small bits of information. Keeping that in mind, it has to be pointed out that there is a thin ridge between mystery and the state of not knowing. Instead of a spoiler, just a hint: Try activating a group of items in a certain order again and again hopefully, you’ll find the right one by accident. For example, some riddles are not explained or hinted at in any way, so I got stuck and needed to look for a walkthrough. According to the minimalistic quests, there is no explanation given in the story that could help you search for something special. But, on the other hand, it also frustrates you because of the lack of communication. This approach is creative and focuses on the exploration or even analysis of the environment. Further, it fits completely to the aim of the game: building up a mystery that you have to solve. On one hand, that forces the player to explore the neighborhood freely just by roaming around. And that’s it – no mini-map, no short video sequence with the place you’re searching for, nothing. English, German, French, Javanese), the game only guides you with its quest log on the top left. Given a menu and HUD in several languages (e.g. In total, the guidance of the player through the game is very limited. ![]() There is no snippet, no letter, or any kind of information where to search for answers. Neither the intro nor the exploration of your house or the surroundings explains to you what happened. Having said that, the approach to establish a mystery clearly stands out in the game. ![]() So far, the borders between reality and mystery dissolve. The world as well as the puzzles are filled with mysteries to bed the player into this kind-of limbo between heaven and hell. What the heck is going on…?Īll these events in the first minutes of the game are puzzle pieces in this semi-open world game. The other doors are locked, protected by devils’ faces on the door plate. Following a vibrating noise through the doors of your house and after finally switching it off, you’ll find yourself in front of a demonic ritual circle. You get out of bed and must find out about your existence in an empty, chaotic neighborhood. Waking up and leaving the house is just the beginning of the nightmare the player goes through in A Day Without Me, the debut of Indonesian Gamecom Team.
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