DreadOut

The opening moments of DreadOut set the bar pretty low for what was to come. The visual quality varies wildly. The main character, Linda, looks and animates decent enough, but the other characters all look incredibly stiff and robotic. And they sound almost as stiff and robotic. I'm not sure if it's a matter of poor translation, cultural disconnects, or if it's a deliberate attempt by the developers at camp, but the dialogue and voice acting is cringe-worthy. It wasn't even laughably bad. It was just bad. Don't worry though, you won't have to put up with them for long. They'll disappear for the majority of act 1, rendering the game's futile attempts at early character-building moot, and likely leading to you forgetting that they ever existed until they reappear later. The ghosts and monsters themselves actually get better development and depth, as each one is given a thematic backstory, and its aesthetic design attempts to represent that theme - with varying degrees of success.

DreadOut - camp
Dialogue and voice-acting might have been going for deliberate camp, but ends up just being bad.

It's an indie game, so I don't expect its graphics to impress on any technical level. But what's presented on screen is often only passable for a PS2-era game, and there's very little artistry or detail in the majority of environments. Some of the environments are decent, and there's the occasional well-placed lighting or particle effect that helps to set a mood. That mood rarely lasts though, because you'll turn a corner and find repetitive environments and flat textures. It is very easy to get lost in a few areas of this game because so much of the environment looks the same. The school building was particularly bad, as all the classrooms had the same desks, chairs, and backpacks sitting around. Only two rooms in the entire building had unique decorations (a teacher's office and what appeared to be a biology lab). The difficult-to-read signposts and lack of any sort of in-game map just exacerbates the sameness of the game's environmental design.

DreadOut - black cat
"Aw, hello Mr. Kitty!"
Oh, you're a black cat and are
supposed to be scary. My bad..

Gameplay is less a mixed-bag, and is more universally terrible. Movement is very clunky. The camera loves to pivot around when you go through doors, leading to temporary disorientation as you try to figure out which direction the character is facing. It doesn't help that so much of the game looks the same, so it's easy to get turned around and confused (or outright lost) when the camera wigs out on you.

There's a blue vignette effect that indicates a nearby item that is designed to work as a player aid, but sometimes it can be a hindrance. It works through walls, which I guess is fine since it can let you know that you need to go into a nearby room. What isn't fine is that it also seems to work through floors and ceilings. So the game will nag you that a useful item or clue is nearby, but it might be on a different floor of the building. So you end up wandering back and forth trying to find it - which you never will because it's not there...

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Five Nights at Freddy's

Five Nights at Freddy's was recommended to me by some friends a couple years ago. They knew that I was interested in horror games, and that I was disappointed with the stock of horror games that were available at the time. I bought it at the time, but never got around to playing until recently.

The concept for the game is quite a good one. You work as a night watchman of a Chuck E. Cheese-style children's birthday party center. By day, there's four animatronic animals along the lines of Disney's Country Bear Jamboree that dance and sing songs to entertain children; but by night, these animatronic animals come to life, stalk the halls of the facility, and have been known to attack and kill anybody that they find. This is definitely the stuff of nightmares, and if your young child ever plays the game (or sees you playing it), he or she might never want to go to Chuck E. Cheese or Disneyland ever again. But as an adult, the game just doesn't quite do it for me.

I think the core problem is that the whole experience is built around providing semi-random jump scares. It might cause someone to jump the first one or two times it happens, but after that, you get pretty quickly desensitized to it. And once that happens, the game loses all of its effectiveness, even though it doesn't necessarily lose any of its borderline-unfair challenge.

Five Nights at Freddy's - security door
Keeping the security doors closed consumes power, sacrificing your long-term security.

You must spend five nights sitting in a security control room. There's two security doors and a series of camera, but there's also a limited supply of dwindling power. Closing the doors consumes power, looking through the cameras consumes power, turning the lights on consumes power. And if power runs out, you are left sitting in the dark for the rest of the night with no defense against the monstrous mechanical mascots.

The amount of nightmare logic that is required just to establish the setting is actually kind of interesting in its own right. What kind of a place operates with dwindling power? How poorly-maintained is this facility? How does it maintain power during the day? Is it even safe for kids during the day? Why would the doors require power to stay closed? You also get voicemails each night from the former night watchman, who casually talks about the increasingly-complex behaviors of the mascots, new strategies for dealing with them, and so on. These phone messages are very well-acted and well-delivered. All of this contributes to the game's incredible uncanny setting, and everything seems to be in the perfect place to create an incredible horror experience based on powerlessness and creeping tension.

But then the actual gameplay starts, and the excellent atmosphere starts to buckle...

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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