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Saturday, August 19, 2017

Into the Darkwood.


I learned something today. I learned that there's a way to engineer stereo sound to make me think there's someone in my kitchen. This is a game that sneaks up on you. Sure, there's some jumps involving traps and roving bands of dogs but it reeeeaaaaaly takes it's time getting under your skin in other ways. Which, considering it's top down, sprite based, look I didn't know that was possible. How much drama or mystique can you create from a satellite's perspective?

Loads.

It's a survival game, so you've got errands to run in this otherworldly nightmare forest. Scavenge wood and fuel/assorted eldritch goodies, then board up your safe house to wait out the night. That's when the sound design truly shines. It goes for the obvious scares first. Heavy footfalls and shaking chains. Disembodied whispers and angry sounding shadow monsters. And then... just when you think you've got Darkwood's number...a polite, continuous, knock at your front door. Knock, knock, knock. Knock, knock, knock.

F**k you, Darkwood. You're amazing.



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