
Face your subconscious in an ever-growing anthology of mini-games dealing with psychological and surreal concepts.
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[h1]«Inner»[/h1] [b][i]Хоррор с элементами головоломки на развитие памяти. Погружаемся в разум загипнотизированного, депрессивного человека, чтобы связать парами его воспоминания и избавить от кошмара.[/i][/b] Геймплей: https://youtu.be/Y5vvcm10P60 [code]«Inner» была создана за 3 дня на конкурсе Game Jam(сбор разработчиков, на котором делают игры в ограниченный срок от 24 до 72 часов). В подобных проектах главное внимание уделяют новым концепциям и идеям, а качество реализации уходит на второй план. Игра получилась атмосферной и необычной, с психологическим подтекстом, но с тягомотным геймплеем.[/code] Разум главного героя в игре представлен локацией с лабиринтом, складом и неким подобием алтаря. Идем на склад, поднимаем предмет, а затем с ним ходим по лабиринту и ищем соответствующее воспоминание, представленное в текстовом виде. Как только составляем правильную пару, предмет превращается в кусок плитки, которую надо вставить в алтарь. Когда заполните плитками 7 слотов алтаря, то сможете взглянуть в глаза кошмарному воспоминанию, которое терзает главного героя. Сложность в том, что карты нет, все проходы похожи друг на друга, а некоторые двери открываются только в одну сторону (пройдя в них, для возвращения придется идти обходным путем). Придется запоминать все места, где лежат предметы, куда их надо притащить и проходить игру снова и снова с самого начала, поскольку по лабиринту бродит призрак- кошмарное воспоминание, которое нам предстоит одолеть в самом конце, но во время прохождения от него придется постоянно бегать. Одно прикосновение призрака мгновенно убивает, и начинаем все заново. Никаких чекпойнтов и сейвов. Придется напрягать память или сразу зарисовать себе карту локации на бумаге и по мере прохождения отмечать все нужные точки. Хорошо, что они статичные и не меняются с новой игрой. Если бы тут была случайная генерация, то по этой крохотной локации можно было бы бегать и умирать бесконечно, а так это займет от 30 минут до нескольких часов (в зависимости от терпения, навыков, памяти и удачи играющего). После нескольких столкновений с призраком такой муторный геймплей и отсутствие сохранений / чекпойнтов вызывает желание выключить игру. Пройдут ее только самые настырные (с крепкими нервами) и смогут оценить социальную ценность сюжета, атмосферность и необычную концепцию. Сюжет игры затрагивает психологические проблемы, актуальные для каждого из нас. Любой человек временами чувствует нехватку любви, одиночество, чувство вины, но некоторые могут справиться с неприятными мыслями и депрессией своими силами, а другим требуется помощь. Если некому помочь, то слабый духом человек пытается найти поддержку в глубине своего разума, в мыслях, фантазиях, в снах или в воспоминаниях, как главный герой игры. [u]Если вам понравился обзор, информация была полезной / интересной, то поддержите лайком или комментарием.[/u] [i] Обзор был написан для группы [url=http://steamcommunity.com/groups/Obzzor4ik]Обзоры Онлайн[/url]. Почитать другие отзывы можете[url=http://store.steampowered.com/curator/28776273/] тут[/url].[/i]
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Hours played at review time, across 25 reviews with recorded playtime.
[h1]KOSTENLOS[/h1] "Inner" ist ein kleines psychologisches Spiel. Mit unserem Unterbewußtsein konfrontiert zu werden, kann irritierend sein. Irritierend an diesem psychologischen Spielchen ist vor allem der spielmechanische Zustand. Aber zunächst: der Werbetext von Mitte 2019 verspricht eine Mini-Spiel-Sammlung. Diese "Sammlung" besteht Anfang 2022 aus genau einem einzigen Spielchen. Das dann als Anthologie zu bezeichnen, ist schon sehr gewagt. In diesem einen Spielchen bewegen wir unsere Spielfigur aus einer isometrischen Sicht mit sehr steiler Kamera durch ein recht kleines Gebiet von Gängen. Im Süden gibt es eine Art Lager, im Norden eine zahlreiche Abstellräume. Sinn des Spieles ist - Achtung Spoiler - einzeln im Süden Dinge aufzunehmen, die wir im Norden an die richtige Stelle bringen sollen. Die Dinge sind Teil unserer Erinnerung wie etwa ein Photo oder ein Spielzeug und sind auch jeweils mit einem kurzen Text versehen. Klingt einfach, es gibt aber zwei Probleme: die Gänge sind verdammt dunkel und wir strahlen nur einen begrenzten Lichtkegel aus. Und noch viel gravierender: ein Geist irrt durch die Gänge, bei dessen Berührung wir wieder an den Anfang gesetzt werden. Zwar können wir eine kurze Strecke sprinten, aber der Geist ist schneller als wir. Und so können wir uns denn nur durch selbstschließende Türen für kurze Zeit retten. Dumm nur, daß das Leveldesign aus zahlreichen Sackgassen besteht, bei denen wir keine Chance haben, dem Geist zu entkommen. Und dieses Gameplay macht einfach keinen Spaß, weil es nichts anderes ist als schlechtes Gamedesign. Dabei ist die Atmosphäre gar nicht mal schlecht und auch die kurzen Erinnerungstexte sind zumindest an sich interessant. Nur leider hat man rasch keine Lust mehr, den Erinnerungen nachzujagen. Das Spiel wurde in sehr kurzer Zeit entwickelt und der Macher hat vorher an AAA-Titeln mitgearbeitet. Das ändert aber nichts daran, daß "Inner" kein gutes Spiel ist. Es ist allenfalls interessant. [h1]Wertung:[/h1] 7/10 Atmosphäre 7/10 Story 6/10 Grafik 6/10 Sound 4/10 Spielmechanik 3/10 Balancing 4/10 Spielspass [h1]Fazit:[/h1] Atmosphärisch & schlecht. [h1][b]5/10 Gesamtwertung
[code]Curator page here -->[url=https://store.steampowered.com/curator/37670120/] DaRevieweD #29 [/url] <-- [i]New review every Sunday[/i][/code] Brian Clarke, who used to be in AAA is now a solo indie developer; DarkStone Digital and I just discovered him recently! His first major game was "The Subject" back in 2018 and "Inner" was his second title being the culmination of a three-day effort during a Twitch stream! From what I was told, this short game (like finding a needle in a haystack in the store) will be the first in a horror anthology series! So far all his other titles, demos are of the horror genre and so I think I'll be seeing more of him- you should too if you're into being scared!! [h1]"Confrontation Is Tough"[/h1] [u]The Gist:[/u] Play as an unnamed character undergoing hypnosis as part of a treatment regimen for depression. Uncover the past and face repressed memories in order to escape the ghost within your mind. Just keep trying at your own pace. [spoiler] ! Do you remember if there were any spoilers? [/spoiler] [h1][+] PROS;[/h1] [b](a) Lost Within[/b] The gameplay is minimalistic- quite quick to master. You start out in a safe place inside your mind and you have to explore between two dark areas. One of which is run down with shelves and disorganized covered objects. The other is a self-storage with locked away memories. Played out through a top-down perspective and only your eyes will light up where you're facing. Interact between the two areas and piece together the past! To add to the difficulty, there's also a ghost that will hunt you down and rattle you. You can run away until you've lost the enemy, get fatigued or return to the safe place. But getting caught will undo any progress made! [b](b) It Never Goes[/b] The plot is about this person who's trying to face his past and how these memories have impacted him so negatively all this while. I'd like to think that I have a good grip on reality but I admit I do feel overwhelmed over some things I've done in the past. So it's a good reminder of how strong you've been or even an actual therapy where you realize it's possible to get through the tough times. Oh and I almost cried near the end... just wow. [b](c) Not Alone[/b] Which brings me to the moral of the story. It's a tale as old as time and these situations met by the protagonist is one that many people can or have themselves been into. To try to get in with the "cool kids" and be the subject of the joke. To be devastated by someone's death especially someone so dear and close to you. To (though I haven't yet :') be conflicted when it comes to relationships and trying to make it work. There are other situations mentioned which may seem centered on a teen but think of it more as a stroll down memory lane. I'm starting to wonder if there are actual tidbit moments here and there inspired by the developer's own life... Either way, it's still very moving. [b](d) When You Least Expect It[/b] So how scary is this? VERY!! I mean, to be fair the encounters with the ghost (who's form is never revealed till the end) are mini jump scares with the music sting accompaniment and suddenness of it. However that's exactly the point! This is what was alluded by the therapist- that the sheer pain can strike at any time and impede on the recovery process. The limited field of view obscured by darkness and the cone shape also doesn't help. Don't forget the fact that you have to think twice before turning each corner or leave the haven. Though, I think the most terrifying thing is when the ghost catches you. It restarts the game sure (which is nail-biting all on its own) but it also echoes the arduous notion that progress takes time especially ones involving mental traumas. [h1][-] CONS;[/h1] [b](i) Where Do I Look?[/b] Environments were designed to be bland and identical. Which it could have been an artistic choice because it signifies the person's denial and neglect of the past. But obviously, it was because of other constraints. Regardless, it is hard to tell them apart and you have to rely on memory alone to pinpoint where a personal effect is along with which happening it is to be connected to. Otherwise you'll have to constantly wander and sooner or later run into you know what. [b](ii) You'll Get There, Breathe...[/b] Beginning the game, you are given a brief introduction of what to do, sort of. What you literally have to do however, is more complex and I spent the first hour alone thinking all I had to do was go through each flashback. But actually, you have to go southwards first to collect an item (out of six) strewn about and then head north to associate it with a scene from the past. Doing so will give you one piece to set in your safe haven and reconstruct your broken self. [spoiler]Each addition will partially fix the lights in the self-storage location. As long as you are bathed in their rays, you will be left alone by the ghost; thereby extending the protection of the safe area. Also, you can leave the haven through either door but in order to re-enter it- you have to come in through the opposite side of whichever you chose to exit. [/spoiler] But the game doesn't say that! I appreciate that it's a smart little gimmick that maybe says- only you can help yourself but I still would have appreciated the heads up! :') [b](iii) It's Just Too Much[/b] Several other issues bog the design. Firstly, the stamina bar which is messed up because it doesn't regenerate in any way unless you actually become winded. Then you have to recoup by waiting 10+ seconds. There's also a bug where sometimes the character just decides to sprint (I didn't), gets me worn out and then the wretched ghost appears out of nowhere... Speaking of which, the second issue revolves around detecting the ghost. When nearby or facing in its direction, a static will sound and growing stronger with proximity. However, there were times when this tell doesn't appear at all- you can see it float away until it's off screen. I even encountered an instance where the coast was clear but then I turn a corner, the ghost just "BOO" the crap out of me leaving me no chance to run, it was like a James Wan movie. The ghost also sometimes ignored me like "NOPE", perhaps it's having a bad day too? Worst case scenario is being alerted (from across the map ) when I don't even see it anywhere so I run in one direction only to come to face to face with it... talk about bad luck!! Finally of course, the obligatory mention of some very minor spelling errors (which just hurts me to my core). [h1]"...It's A Start"[/h1] In conclusion "Inner", despite being a $1 game and very brief one-off (minutes at most supposedly) experience, contains surprisingly more emotional depth and layered significance than half of the horror games out there! The time and effort that went into the game may not seem much but it's a true testament to the phrase quality over quantity. The aspects of loss, struggles to fit in and down-in-the-dumps are very relatable feelings and it could be applicable to pretty much anyone. Sure improvements can be made to the gameplay and there could have been more guidance by the therapist but the core message is gotten across through trial and error! A truly underrated masterpiece that requires some sensibility but you actually feel like you have progressed a lot over time and countless attempts. [h1]9/10[/h1] [b]Other games include; The Subject, Our Secret Below, Kohate and soon Mortuary Assistant![/b]
The game has several good qualities and I am aware of the background of it being developed at a 3 day game jam, which is impressive, and I'm not discouraging people from buying the game, heck, it sells for about a buck and it's definitely worth that. The game was just more frustrating than fun for me so I wouldn't "recommend" it. The things that would have made this game a lot more enjoyable? *** SPOILER ALERT if you don't want to know what you are supposed to do then don't read further*** 1) One line of instructions " Find items in the lower half and match to memories in the upper half and bring to the circle. 2) Put in a save game or at least a restart from where you left off. When you get caught by the ghost, you not only lose everything and start over it takes you all the way back to the Main menu and intro! I know it's a short game but repeating stuff over and over is NOT FUN. 3) Put in an option for "slow or fast" ghost. Very frustrating to get caught in the long hallways and even using the run key, getting caught and having to start over. There's a reason steam stats say only 6% of players have finished this 15 minute game. Get's more frustrating than fun pretty quick.
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Prefer outer.
говно, а не игра
Let's be real. This game was made in only 3 days for a game jam so don't expect a 7-10 hour experience. What you do get, however, is an interesting and very imaginative game for only 99 cents. I was lost for a good thirty minutes or so before really understanding what was happening. I was left with a sympathetic main character, which very surprising since our main character doesn't look like your average person. There's actually a whole backstory behind such a simple concept that I was actually blown away by the end. The game isn't super hard, but it gives you enough struggle to feel satisfied. The mechanics are unique on their own and I understood why your character moved like that when I understood who we are. I don't want to give away anymore since It may spoil how the game is won. By the way, I also have an achievement named after me "The Matt-T". So there is that :P In no way is my review bias, but very genuine. Don't expect a long or over the top gameplay experience, but think more simple. I think you will be surprised by only spending $1 of your hard earned cash to support such an ambitious 3 day project.
GİRİŞ: ____ 15-20 dk süren gerilim teması üzerine kurulu bir keşif oyunudur. Karanlık ve karmaşık bir labirentin içinde dolaşarak kapı ve duvarların üzerine yazılı yazıları okuyoruz. Bu sayede bazı gelişimleri de kazanıyoruz. Bilinçaltımızda yatan korkularla yüzleştiğimiz bu oyunda akıl sağlığımızı kaybetmeden hareket etmemiz bekleniyor. Suratımız bir fener benzeri bir ışık kaynağıolduğu için baktığımız yeri aydınlatıyoruz. Mouse ile karektere yön veriyor, ASWD tuşları ile hareket ediyoruz. Shift tuşu ile hızlı koşuyoruz ama koşma staminamız sınırlı, dinlendikçe doluyor. Koridorlarda dolaşırken önce çok minik bir parıltı olarak karanlık içinde bizi takip eden bir şey görüyoruz. O şey bize yaklaşırken yükselerek artan bir hışırtı duyuyoruz. Belirli bir mesafeden sonra o hışırtı yerini vahşi bir çığlığa bırakıyor. Bu ses bizi oyunda tedirgin ediyor ve ürkütüyor. Bizi takip eden şey bize yaklaşmadan önce çok yavaş ilerlerken, onu gördüğümüz andan itibaren hızlı gitmeye başlıyor. Eğer ondan bize çok yaklaşmadan önce kaçar ve izimizi kaybettirirsek yola devam ediyoruz. Aksi halde olması gereken mesafeden daha yakınlaşırsa bizim hızımızdan daha hızlı gidiyor ve bizi öldürüyor. Bu şey sanırım hortlak benzeri bir şey. Oyunda ateş etme ya da kendimizi savunma gibi bir durum yok. Sadece yazıları okuyabiliyor ve hortlaktan kaçabiliyoruz, hepsi bu. ARTILAR: ______ + Korku, gerilim, vahşet, dehşet, ürkütücü tarz oyunları sevenler bu oyunun verdiği histen memnun kalacaklardır. + Basit grafikli ve düşük sistem gereksinimli bir oyun olduğu için çoğu bilgisayarlarda takılmadan sorunsuzca çalışır. + Kontroller kolay. + İçinde barındırdığı gizemli ortam merak duygumuzu tetikleyerek bizi etrafı araştırmaya itiyor. + Geçen sene 1-2 TL den satılan oyun şu an ücretsiz olması itibariyle tereddütsüz tecrübe edilebilir. EKSİLER: _______ - Etrafı araştırmak üzere koridorlarda gezinmeye başladığımızda çok kısa sürede hortlak peşimize takılıyor. Her yeri inceleyemeden ve tüm yazıları okuyamadan o alandan kaçıp izimizi kaybettirmek zorunda kalıyoruz. Bu durum etrafı keşfetmemize engel oluyor. Hortlak gittikten sonra tekrar aynı yere gitmek istediğimizde yolu bulamıyoruz. Keşif için biraz daha süremiz olabilmeliydi. - Kendimizi savunamadığımız için hortlak tan tamamiyle kurtulma imkanı yok. Bu durum belki de oyunun heyecanını arttıran bir unsur olarak görülebilir ama sonrasında artık yeter dedirtiyor. - Oyunda harita veya pusula gibi bir şey de olmadığı için yerimizi ve yönümüzü bulamıyor, sık sık kayboluyor, veya sürekli başladığımız yere geliyoruz. - Hortlakla karşılaştıktan sonra bizden hızlı gitmesi ve bizim staminamızın hemen bitmesi sebebiyle yavaş yürüme moduna geçiyor olmamız mutlak ölümü beraberinde getiriyor. Kaçıp kurtulmak için bize sağlanmış bir fırsat yok. - Oyunda ses olarak sadece bazı koridorlarda bulunan demir kapılan açılıp kapanma sesi ve hortlağın vahşi çığlığı var. Bunun dışında bir ses veya müzik olmayışı oyunu boş gösteriyor ve havaya girmemizi engelliyor. - Herhangi bir kayıt sisteminin olmayışı sebebiyle oyunu her çalıştırdığımızda hep en baştan başlıyor. Başladığımız an bitirmemiz bekleniyor. SONUÇ: _____ Oyunda fazla yapılacak birşey yok. Sadece hortlağa yakalanmadan etraftaki yazıları okumamız amaçlanmış. Karekterimizin yürüme dışında bir fonksiyonu olmaması bizi oyuna bağlayamıyor. Biraz etraftan loot yapılabilseydi, herhangi bir savunma mekanizmamız olabilseydi ve hortlak tan kaçabilmek için bize biraz daha fırsat verilmiş olsaydı oyun eğlenceli olabilirdi. Bu oyunu beğenmedim. Tavsiye de etmiyorum. Ben bu tarz kısa, basit ve gerilimli oyunları sevenlere aşağıdaki oyunu tavsiye ediyorum. O oyunu oynadığınızda ne demek istediğimi çok daha iyi anlayacaksınız. https://store.steampowered.com/app/411560/Reveal_The_Deep/
Found this to be interesting and somewhat hitting close to home. Extremely well made for only 3 days and the story of put together can be tear-jerking to some. Extremely great on the story. For a game that is about 10 minutes long I cannot recommend enough. You must get to the ending. Also made a video on it :) https://youtu.be/xEjOVkCAMh4
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