Showing posts with label Interactive Storytelling. Show all posts
Showing posts with label Interactive Storytelling. Show all posts

Wednesday, September 2, 2015

Until Dawn (PS4): Making Wrong Decisions Right

*Blows dust off the blog* Oh hey old girl, how you been doing? No, No I haven't forgotten about you. What Laya? No, were just doing a video thing for Youtube is all.. No we're fine, seriously. Come on, quit being like this. It hasn't been that long, know how the summer months are for games. Baby quit being so crazy, can we just do the review please? Thank you.

So as its well documented, I love a good horror game. And as I have said recently, horror games have been on the uptick. Not all of them have been spectacular (See: The Evil Within) but at the very least its a trend I am happy to see. This game got teased at E3 last year, and it immediately grabbed my attention because it looked straight up like horror movie trailer. Needless to say I was excited. But then I watched a game play trailer and it reminded me of games I had less strong feelings for and kinda brought me back to earth. Still, the premise got me going so that was worth the purchase....

UNTIL DAWN (PS4)


Our tale begins with a group of 10 (Josh, Hannah, Beth, Sam, Mike, Jess, Emily, Matt, Ashley, and Chris) friends enjoying their winter getaway at Blackwood Mountain Ski Lodge. During a night of the revelry some of the group drinks to excess and are incapacitated (Chris and Josh). The others get together and decide to use Hannah's crush on Mike to prank her. Mike leaves a note to invite her up to his room, when she meets him, he talks her into taking off some of her clothes to which she willingly complies.

Sam, Hannah's best friend, didn't approve of the prank and tried to find her, but too late as she enters the room as the rest of them show they were hiding, cameras recording and giggling. Humiliated, Hannah rushes out of the lodge into the snowy mountain alone. Beth, Hannah and Josh's sister, catches only the aftermath of the group trying to find her, and infuriated by their prank sets off into the winter to try to find her sister alone.  Neither of them return.

One year later, Josh tries to rally everyone together to continue their tradition and bring everyone back to the lodge. This time meant to be a means of recovery, to try to give themselves a memorable trip and to help (him) get some closure to the tragedy of his sisters' disappearance. There is a great deal of reluctance, but the group gathers again to try to continue their winter fun. But it's very clear that this is uncomfortable for everyone.

Not a great start for me. The group of preps picking on the nerd at her own party?
Seriously, I was ready to make sure all of them died.

So alright, this seems to be pretty typical horror movie fanfare. A group of kids alone on a snowy mountain away from the rest of civilization? Sure, bet NOTHING is going to go wrong with that scenario. As you might imagine, some of the initial story I gave is probably leaving some information out. This is because the prologue to the game is basically the tutorial for the mechanics you need to know to play the game. So there are things you can do with success and failure, but I am not 100% sure if the prologue can affect the rest of the game or not, or if that is held to a single path until the meat of the game starts.

Until Dawn's biggest selling point is that this is a game that focuses strongly on the decisions you make and that path the story unfolds hinges strongly on every little decision you make. Alright, well I have heard that promise before with games like Heavy Rain, Beyond: Two Souls, Dragon Age, Fable, Infamous and the list continues to go on. But basically what they mean is moral choice: do you want to be the good guy, or the bad guy. That isn't as much the case in Until Dawn.

Sam can loosely be considered the game's protagonist as she seems to be portrayed as an
important character. But she does share screen time pretty evenly with the cast.

As you play through the game you are constantly confronted with little decisions as the narrative rolls on. Some of them are simply conversational decisions that affect your relationships to the other characters, some of the are decisions on what path you take, or how difficult the terrain might be, some of them are timed events where if you don't make a choice an alternative option plays out, and sometimes you have to keep the controller perfectly still. But what I like about Until Dawn is that these come up fairly often, so it didn't really afford me the opportunity to set the controller down and watch something play out. I had to be ready to make a choice.

In the examples I used above, I mentioned both Beyond: Two Souls and Heavy Rain. If I had to decide on a game that this title most felt like, those two come to mind immediately. When I saw the gameplay video released before the game came out, it looked like it controlled in a very similar fashion to these interactive storytelling games that have come before it. I'd say it was an accurate assumption because its pretty much how these games control. Move your character around, interact with the interactables, make your choices, quick time events.

Sometimes you are faced with choices where you have to make a quick decision.
Sometimes there is no right answer, sometimes doing nothing is the way to go.
But it forces you to make instinctual decisions, and I appreciated that.

Yes, there are quick time events. It is annoying and has become somewhat a of a red flag on games. These will be the most common in scenes where you are climbing or being chased. But they also added a nifty one with the light bar which requires to you stay completely still. These I found to be the most difficult to do because even breathing too heavy made my fat belly move the controller enough to get caught. And sometimes when making a decision and there is a timer, you can chose to let it go for a 3rd option

And much like the two games mentioned before that, the controls still somehow manage to be shit. Seriously, is this just some kind of video game rule that I am not aware of that when you make a game that is motion captured by professional actors that the controls need to eat a bag of soggy dildos? This isn't a breakneck paced game, and its not even fast as the Last of Us which had some fantastic motion capture work. But if I am trying to walk down a dimly lit hallway while trying to control my flashlight in Until Dawn, then you can expect me to bang into the walls every step of the way because holding one direction is so finicky I've never been able to walk a straight line the whole game.

God, Jessica. Jessica is SO easy to hate in this game, but god damn it she has
probably the hands down best line in the entire game. You'll know when you hear it.

Thankfully, because of the nature of how you play the game, this isn't a game breaking factor. It's a mild annoyance at best and you can learn to ignore it if you get wrapped up in the story. And thankfully, the story is the best part. Unlike other "interactive storytelling experiences" that I have already mentioned before, this game does a very very good job of making sure its pacing and atmosphere keep pace like how you would expect it to in a traditional horror movie. Considering that this game runs anywhere from 7-10 hours that is actually pretty impressive. Horror movies need to feel oppressive to keep you on the edge of your seat, and to do that for that length of time is not easy.

What I didn't like, is they do they Alan Wake thing between chapters. "Previously on Until Dawn: here's some shit you did literally a few minutes ago". Its annoying because this game isn't long enough to need to remind me what shit that I literally just did. It worked in Final Fantasy 13-2 because its a long game and it reminds me of important points that happened much earlier. So the game either has a poor estimation of my memory, or thinks its not good enough to hold your attention the whole time and expects you to put it down. I understand not letting us skip the actual story elements, but we should have been able to skip this crap if we have been playing continuously.

In between chapters, you'll talk to Dr. Hill with all his creepy facial expressions.
He might be the most terrifying thing in the game. 

I thought the characters models in this game were incredibly appealing. Almost all of them, specifically the girls, had this unbelievably lifelike quality to them that in a lot of points made me feel like I was actually watching a movie in some scenes. So my brain initially thought, this must be motion captured. A correct assumption because not only was the game motion captured for all of the major characters, it also is backed by a handful of professional hollywood actors that appear in both movies and television.  So if people want to start pining that video games aren't a legitimate art from, guess what, you are still wrong. Because the people who contribute to the forms of are you have already accepted are starting to get onto the video game bandwagon.

My biggest question in this game is what is the replayability going to be like. Throughout the entirety of the game it keeps making references to the Butterfly Effect, and that every little decision you make affects the entire story as a whole. And maybe to a degree this is true, but the game notifies you by a flutter of butterflies in the corner when a decision you have made has effected the story. It seemed to happen often enough but I wonder if the game is designed in a way that certain characters can't die until certain points of the game.



For example, there are scenes in the game where you are given a choice when climbing a ledge. There are safe paths to take, and less safe paths. When I wasn't being chased or time wasn't a factor, I opted to choose the path that seemed safer. But if I was being rushed at these same points, I would take the riskier option to save time. Now, botching up one of these QTE's killed my character in one sequence, but I wonder if I were using one of the more important characters, would they just get hurt but the game would continue?

From what I can tell about how the game ended, from what I can see, the ending doesn't grossly change depending on the number of survivors that you get through to the end. I know there are endings where everyone dies and one where everyone survives, but from what I have read this hinges on collecting the right number of items along the playthough. This is kind of frustrating because collectible gathering can destroy the pace of a game like this. And that's a real problem since the pace in a horror movie or game is everything. Sure I can play them again to find all the collectibles, but if I know the story already how many times am I going to play it?

Most annoying of the collectibles are the Totems. When you find them they give you a brief glimpse of something that can happen later in the game depending on the choices you make. On one hand, "ok, cool mechanic". On the other, they are pretty much in game spoilers. If on my first playthrough I knew they wouldn't affect the ending? I would have just skipped getting them so I can be surprised.

The menus for all the clues you uncovered is very intuitive. But
exhausting and intimating. There is a lot of stuff you can miss.

In my first play through I did a pretty good job of keeping mostly everyone alive, having most of the cast make it almost to the end. but then I made some phenomenally bad choices that ended with a number of the cast members dying. Thankfully, the game allows you to pick back up at specific chapters so I was able to replay the last chapter to see how the situation could change. It also seems like doing this allows me maintain the collectibles I have so this might affect my ability to get the other endings.

So ultimately the question is, is it a fun game? I guess it depends on context. As a game is it fun? No, its basically a decisions making simulator in the vein of the usual "cinematic storytelling experience". And typically as far as gameplay goes these are lacking. But what it does right and where it earns its fun appeal is that it keeps you making regular decisions however minute at frequent intervals so you don't really have a moment just set down the controller and watch. From a simple bit of idle banter or a cheeky snowball fight, it keeps you making decisions so you have to be engaged. So on that front it succeeds were others in this genre fail.

I fucked up so many of these "don't move" scenes.

Did I like it? Fuck yeah I liked it. It had all the makings a great horror movie. You have some likeable protagonists, you have some hateable protagonists, you have some good twists in the story, you have some visceral gruesome horror. But more so than that, yes, it does have some replay to it. I have been talking with my roommate and some of my game night friends and its been incredibly interesting to hear how all of our games shook out differently, telling each other about the scenes we missed and giving us motivation to go back and try it the other way.

Look, let's call a spade a spade here. Until Dawn is not really a game. It is an interactive movie, but it's a really good interactive move and it gave me pretty much everything I want in a horror movie experience. I've played through the game once alone, halfway through with friends, and will probably play it again soon. That's at least 15-20 hours of play of the game, and that makes it worth 60 bucks in my book. Until Dawn was a unique and beautifully designed, and earns my recommendation. If you own a PS4, you should own Until Dawn.


I seriously didn't think Josh's face was real person's.

Friday, June 5, 2015

Depression Quest (PC): Hitting a little too close to home.

This one won't be fun to read. But I felt I should talk about it. So like the majority of this blog, I expect it to be ignored.

So a lot of you have read this blog and you've seen when I get fired up about something, I really get fired up. Strings of animated exaggerations and excessive use of expletives. A lot of your know that some of this is by design, because watching someone get worked up can be entertaining and to some extent, this is true. But as some of you who know me personally or say from my facebook, you've seen that sometimes the Rage Quitter just spits rage. That is just who I am. 

I admit, it's hard to stay out of my head sometimes. I'm not saying I hear voices, but I certainly hear suggestions and a lot of them don't get along with me. Sometimes they spurn anger, sometimes they bring me down. I don't feel like I have a lot of outlets, so when I feel I need to relate to something, I fire this game up. I'm no doctor, I haven't been diagnosed with depression. But playing this struck a chord with me, and I really want to share my thoughts on it. 





You may have heard of this game amidst the whole atrocity that is the GamerGate controversy. Now this isn't an article about that whole movement, because it's been done to death and frankly I'm tired of hearing about it. But at the onset of this whole debacle, it hinged off developer Zoe Quinn allegedly trying to get press for this title. Assumptions aside, it did bring the title to light to me, and I felt I should give it a shot.

Now, I use the term game loosely, because there is a bit of game aspect. You make decisions, and a story plays out, and there is a beginning and end. But more so than a game, I would akin this to a digital version of a Choose Your Own Adventure story from when I was a kid. There isn't a lot you can do other than read along with the narrative, and make decisions as you go.

As far as the story goes, you play a mid 20's personality who is in a stable and exclusive relationship with a partner named Alex. You have a day to day part time job that is covering the bills so you are living comfortably. You have a generally wide social circle consisting of old friend and co-workers but you wished you were doing something more with your life, and your parents are sort of pushing for that too.



But it's a struggle, you tend to struggle with motivation issues, which gives the impression of being lazy, and tend to fixate on things you can't really control.  The narrative writes you as very much internally conflicted, confused. and more than that frustrated because everyone else doesn't seem to have to deal with the problems you have.

When I first played this game, I felt if I were to really understand the experience I would have to make decisions closest to what decisions I would actually make, rather than ones I thought I might affect the game. So this is what I did. I found it a bit surprising how many of the options felt natural depending on the given situation. Granted, this isn't a game where you are going to wind up in a fantastical situation, these are just normal everyday circumstances. 



Now I think the big aspect of this game that really sells it comes into the decision making. Yes, you really are just clicking links along as you read the story, and it does effect the path and the outcome a bit. But where its cleverness lies is how it guides the story. With each click of a link your decisions change, and if you starting making more decisions that line up with the behavior of depression then on the next page a number of the decisions you make will be struck through.

It paints a good picture, or at least it did to me, of how the mind can turn on itself and make would would feel like simple decisions, seemingly impossible to make. If you happen to start to veer down a certain path, it just gets that much harder for you to make decisions that would improve the situation. It spirals down and as the difficulty increases, you find that the other characters will see an increased level of frustration as well.

There is a specific section of this game that stung me in heart as I read through it. It's just a few short paragraphs, but it basically mirrored an issue that I have personally struggled with for what feels like 20 years now. In it, it is 2am on a workday, and you are laying in bed awake. Literally every thought that runs through your head is twisting on you and you are being hammered with anxiety. By this point, most of the decisions you can make will be locked off, but what really makes them brilliant is how they read.



For some of the internal decisions, it shows more of the struggle of the mind trying to rationalize the difficulty of what should be a simple decision. The bargain with oneself, the confusion over the inexplicable difficulty of something that should be simple, and the eventual turn and self defeat as you turn on yourself. This, my dear reader, is probably the thing that hit me closest to home. This is something I personally have struggled with on more than one occasion. This was the point where realized there might be something to the value of this game. 

Throughout the experience, there is a very somber piano tone that continues to play through the experience, it's used as a supplement to bring down mood of they player, help them get into the role of the struggling protagonist, and you can almost hear the rain falling against the window of a dimly lit room as you play it.

It's also complimented visually because at the bottom of each section, it shows you how depressed you are, and if you are currently doing anything to help it. If you continue to spiral downward, its static-y appearance becomes harder and more difficult to read, more scrambled. Not unlike the mind of someone who might be struggling. 


I have mixed feelings on the reactions I have received from the other characters in this. For example, the mother is overbearing and is painted as somewhat difficult to talk to about your negative emotions. Some friends seem to have a 6th sense for noticing you are out of sorts. To a degree, I almost found everyone a bit too understanding. These aren't experiences I've had, so obviously didn't relate to it as much.

However, I understand at this is somewhat of a subjective narrative and might be written from the past experiences of the developers themselves. So perhaps they have tighter knit circles who would notice these things. It's not like when you show signs in the game you should expect to be met with outright aggression, been told to "get over it", or have someone try to belittle the issue by telling you how much worse off they are then you. These are things that can happen, but I am sure they aren't common, so I don't know why I would have expected such a tailor made experience to my own. People are different, and they react different ways. Frustration takes many forms I guess.

But ultimately, as you might expect, there is no "winning" in a game like this. I have played it through many, MANY times. And I have tried to see if I was ever able to figure out what combinations of things you can do to unlock all the options. Honestly, I don't think it's possible. I've tried to make choices that seem like they would result in the most positive outcome, and the best I've done is managed to stop my relationships from breaking up, and gotten myself on the path of wellness (both things I've struggled to do in my actual life). 



It's really a shame that the whole GamerGate thing dragged this in the mud, because while this obviously isn't going to be a 100% depiction of how depression might affect everyone, I feel it could be used as a tool for those who are frustrated with someone they might know who shows signs of it. In my case, it felt like it was a pretty accurate representation of how at least my mind works. Able to present myself with all the available options, realizing which ones might be helpful, but somehow, unable to make those decisions.

It's clear to me that the developers want to help. They provided the game online for free, and strongly feel you should play it at least once. But on top of that they also provide links for places people who are struggling might find help, such as the suicide prevention hotline, or services where you can help contribute to help raise awareness. Not only that but they are also donating a portion of their proceeds that they receive for the game to depression awareness organizations. It's admirable. 

At the very least, for me, It gave me the sense that at least someone out there understands. Someone who's felt the same struggle I've internalized (and sometimes verbalized) for years.  As I play through the words of this were very much in my head. And if you don't feel it's worth a purchase or a contribution that's fine, but I do feel it's something you should play at least once. You might learn something. 



Seriously people. Don't ever tell someone to "get over it".
It might be the least helpful thing you can do. 

Saturday, November 9, 2013

Beyond: Two Souls (PS3): My Sad Haunted Life Simulator 2013

It's easy to get taken in by some shiny graphics. I mean ultimately, that's really what the game industry has been pushing for the past twenty years or so. And no game truly tried to sell the point that you only need graphics to sell a game as much as Quantic Dream's Heavy Rain did. While the game was severely lacking in actual gameplay elements and just gave us quick time events, the story was still pretty good (although heart wrenchingly depressing). But now Quantic Dream has upped their game by making their graphics even shinier, and brought in actual actors to play their parts in....

BEYOND: TWO SOULS(PS3)

The tale of Beyond: Two Souls follows tale of lonely girl Jodie Holmes (Ellen Page), as we go through her life. Since the moment she was born, Jodie has been linked to some form of supernatural entity who she refers to as Aiden. We jump around in the story from various points of Jodie's life from her troubled upbringing, her troubled childhood, her troubled teen years, and her troubled young adulthood.

The jist, without spoiling too much, is that her adoptive foster family leaves her at a military research facility under the care of Nathan Dawkins (Willem Dafoe) and Cole Freeman (Kadeem Hardison) who make her live in a bit of a sheltered off life as they monitor Jodie and her connection with Aiden, and attempt to teach her how to control him. As she adapts to this lifestyle, she is eventually drafted into the CIA.

After being abandoned by her foster parents, Jodie is actually has a pretty
affectionate upbringing, its just incredibly sheltered.
Its hard to explain the story any further because they way the story is present and you jump around the timeline, different points of the plot are given away at different times. And since this game's whole bread and butter is based around the story, giving you a detailed synopsis would really defeat the entire purpose.

Now I should probably stress right off the bat, that if you are picking this game up you should probably alter your expectations for the game. If you have never played Heavy Rain or even Indigo Prophecy then you are in for a real change of pace. During the course of this review I will probably refer to this as a game, but that's probably not wholly accurate. Quanitc Dream's big focus has always been to produce "interactive storytelling experiences."

Willem Dafoe: For when monster design isn't quite scary enough.
Unfortunately, therein lies the inherent problem because that's an awfully flowery term to use instead of game, which by definition is an interactive storytelling experience. The original Mario has like zero correlating text and no cutscenes, and that still weaves a tale you control the narrative. Now, in Quantic Dream's defense they do paint a hell of a picture. Heavy Rain through all its depressive scenes was still a very gripping story, and their technical demo for KARA had more compelling story in just 7 minutes than some movies do.

The problem is the Playstation 3 is a GAME console and when I use a game console, I use it to PLAY GAMES. And on this front this is pretty much where Beyond: Two Souls falters and falters hard. Heavy Rain was a game that suffered from some of the worst movement controls I've played in a game, and all of the actions that take place happen with quick time events or extended button presses or controller waggles. The bar was set incredible low for their sequel.

The game cleverly fools you into thinking this might have some stealth opps involved. 
But when you set the bar incredibly low, you don't have to jump all that high to get over it. The most recent E3 trailer teased that there would be some war situations and some stealthing involved in the game to bring up the pace and tone somewhat. And while this does in fact happen in the game? The overall control scheme doesn't really change that much. There have been some minor improvements but ultimately they just put quicktime events in a fancy new dress.

Movement controls have been simplified the the normal 3rd person movement we've all come to know. Why this wasn't used in Heavy Rain was fuckin' beyond me. When we get into the action sequences in Beyond:Two Souls we don't have the "Press X to Jason" prompts. Rather, when a combat sequence is taking place, the animation will drop to a super slow motion scene where you have to see which way Jodie is moving, and you need to press the analog stick in the corresponding direction. If you are successful she will land her punch or dodge a blow, if you miss she takes a bit of a beating.

My first playthrough, Jodie took a bit of a beating till I understood the controls.
This is generally how a majority of the action takes place and like previously stated, there are quick time events and controller waggles mixed in. For the most part, it works, but there are always a handful of awkward animations taking place where you have to really stop and guess if its meant to be one way or another. There were a number of times I kept getting it wrong, but it never really impeded my progress.

The other big control aspect in this game is one of the buttons allows you to switch to and control the entity following Jodie, Aiden. When cruising as Aiden you will usually find little indicators that allow you move objects or destroy things. When enemies are afoot you can use Aiden to strangle them or possess them to infiltrate areas. The problem with these sequences is the controls to fly Aiden around are kind of wonky, and your freedom to attack is somewhat limited. Anytime there are enemies around your options are pretty linear and when playing as Aiden, Jodie will often coach you along. 

As Aiden, you usually will just knock shit over. But there are segments where you can
possess and ghost strangle people. You just don't often get to chose which you do.
There is also a "multiplayer" mode that I use as loosely as I use the term "game" in this sense. Basically, it allows a 2nd controller to control Aiden, but since you can only use one character at a time, there really is no reason for it. You can easily switch to Aiden and then hand off the controller for the exact same effect. There is no point to it being there, and really it just takes away the fun half of the game and leaves one player being a very sad Ellen Page for like 10 hours. Nope.

And as far as game play goes, that really is pretty much all there is to it. There are a handful of sequences that will require you to do a bit of stealthing and sneaking while using Aiden to dispatch enemies, but it doesn't happen nearly enough for it to feel enough like an actual narrative based action game.

No, we are here because we want to watch a really, really, really long movie. So the question I suppose is: Did I like it? Well, its hard to say. Graphically, It might be one of the most impressive games I've seen. Like If I considered something like Uncharted or The Last of Us to have some pretty top notch motion capture, then Beyond: Two Souls is definitely a step above that. All of the notable actors in this game are nearly picture perfect digital images of themselves, and because the majority of them are legitimate actors I feel the delivery of the lines were a cut above. Definitely better performed than Heavy Rain was.

I love watching Mo-cap footage side by side with the finished product.

But what I'm not sure I care for is the way the story jumps around the timeline. To use a literary example, Where Things Come Back by John Corey Whaley delivers the story in what feels like two different story lines, where the big twist/climax appears where the stories timelines begin to intersect at a central point and fill in the gaps of each other's story.

This is kind of like how the Beyond story plays out. You find yourself constantly shifting between child Jodie and young adult Jodie. The constant jumps in timeline will often leave you thinking: "wait, what the fuck happened now?" and sometimes it can be exhausting to keep up with.

But nothing in this game is more exhausting than the relentlessly depressive tone. Literally NOTHING good happens to this chick. Any brief bit of happiness is overclouded by some kind of tragic event, or some haunting of her past, or some current haunting. Now granted, The game delivers a number of options for you on how you want to play things, but unlike Heavy Rain I don't think they appear to deviate how the story shakes out for the most part.

Ellen Page: Mall Goth Teen Angst edition.
There is an fairly early scene where Jodie goes to a birthday party and it turns into this uncomfortably heart wrenching disaster, and you are basically prompted with two solutions: Leave humiliated or commit unbridled vengeance. After (painfully) playing this scene two different ways, the game pretty much proceeded in the same fashion afterwards. Granted, one of the options was a billion times more satisfying to play out.

Through out all the scenes you have multiple ways to play out the conversations, so I guess there is a bit of replay value, and you basically get to choose your ending in the final scenes so I suppose there is reason to play more than once. Then again, you can easily jump to that scene and just pick the other options too.

Full Disclosure: I actually missed this option the first time because I was too busy
oggling digital Ellen Page in her shimmery red dress. DON'T JUDGE ME.
I find myself in the same position I was in for Heavy Rain. Did I enjoy my experience? I think I did. Do I think you should play it? Yeah, I'd say its worth your time. Is it worth 60 dollars? Ehhhhhrrrrnnnggg.... No.. it really isn't.

See Quantic Dream, here's where you have it backwards: You have some of the impressive graphics and some pretty good story writers, but the reviews to your game are mixed. You know who's game isn't getting reviews like that? Naughty Dog, because they take the good story writing and impressive motion capture, and slap that into a GAME. Into a game that is great and possibly game of the year, no less.

You however, after filming several hours of cinematic realized the player actually has to do something for it to count as a game. So the token effort is appreciated, but it really falls short. Beyond: Two Souls weaves a very interesting and engaging tale, and I will say there are marked improvements over the previous games. But it's too long to keep rewatching like a favorite movie, and there's too little interaction to keep the replay value high.

It is absolutely worth a sit through, but I couldn't blame you if passed on buying it.


A digital crying Willem Dafoe might be the most terrifying monster in a video game, ever.