"Blair Witch" remixes with talent the greatest hits of the horror game



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Blair Witch, the video game, is terrifying. Developed by Bloober Team, the studio behind Layers of fear, Blair Witch is a mosaic of modern tropes drawn from the most nightmarish horror games of the last decade. He has a camcorder mechanic, a bit like Outlast; he uses a flashlight as a deterrent to demons, at the Alan Wake; he uses riddles to advance the story, like Resident Evil; and, at least in one section, places the player in a labyrinth-like house with narrow and changing hallways, similar to PT. All this is contained in another familiar franchise and is infused with the flair of Bloober Team for frantic psychological thrills.

The end result is a kind of comforting horror game. It is familiar in some ways, and therefore inviting, but there is always a violent and mysterious monster hiding in the trees, behind the door, down the hall. And when he throws himself, the panic is immediate.

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Some things make horror experiences work. A dramatic music and ridge that rises in power at the approach of the creature; lights that sparkle and suddenly ignite; family dogs growling in the dark; jump fright. In the 30-minute demonstration of Gamescom for Blair WitchBloober Team used these tools shamelessly, but with a clever hand. Until now, they have the right pace.

The demo goes through a few sections at the start of the game, although it starts at the intro. A young boy has disappeared into the woods and our protagonist, Ellis, is in his SUV and is heading towards the research area while the radio describes a chain of people who have disappeared in the area. The game takes place in 1996, two years after the events and violent disappearances of the first film.

You have a search dog, bullet, and a handful of commands, including a mechanic. This is not just for emotional manipulation – apparently, Bullet's behavior will change throughout the game depending on how you treat it. Otherwise, Ellis' best friend is a useful resource, warning you of the danger and gently guiding the game.

You find an abandoned circle of police cars at the entrance to the search area and retrieve some tools, including a flashlight, a walkie-talkie and a camcorder, and then head to the forest. The game advances to a deeper stage in the woods, on the other side of a small bridge. The witch Blair will soon appear.

The ball freezes and growls, staring at the path. The music crescendos and breaks when the screen darkens and blinks simultaneously. The witch Blair, imposing and slender with monstrously long limbs, materializes among the trees in frenzied splinters. It is horrible and aggressive, and the only thing that keeps it at bay is the beam of your flashlight. The only thing to do is to run.

The witch Blair, imposing and slender with monstrously long limbs, materializes among the trees.

The demo jumps back to a ruined sawmill. There is a lock with four hooks that serve as a key. It is immediately recognizable as a puzzle "find the code", which, according to the protocol of the horror game, is to enter the desolate structures of the surroundings and to delve into drawers filled with remnants of memories and scary photographs. Blair Witch do not disappoint in this regard.

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