![]() This almost controlled like a Source game from the 2000s rather than a modern title. Trying to reach light switches or grab items felt cumbersome and many objects feel weightless. Edward moves like an elderly man with bad knees trying to wade through a river of molasses. Unfortunately, I often found the controls of Those Who Remain to feel rather stiff. It also helped with the scares as feeling safe while bathed in light only for the bulb to break and leave you standing in the dark was a good way to take away any sense of security. Figuring out how to brighten a space was routinely the most compelling part of Those Who Remain. Sometimes it was as easy as flicking a switch while other times you had to exit a building and move objects out of the way so the light from outside could pour in through a window. It made for some interesting puzzle solutions as you often had to figure out how to allow light into a room to disperse the shadow-people so you could explore or progress. The way light factored into the gameplay mechanics was fairly clever. This is usually because the awkward animations combined with the commonly used Unity assets - the entire house from popular adult game House Party shows up near the beginning - made things seem goofier than they were probably intended to be. ![]() The shadow-folk along with the other creatures roaming around the world aren't all that intimidating and were occasionally more comical than frightening. That makes things more frightening, which is good because, from a visual standpoint, I was usually more scared conjuring up ideas about what was coming using my imagination than I was by the actual monsters. Its a simple rule to survival in this horror game that borrows gameplay features from, well pretty. Along with the screeching drone of the music when you're being watched or chased, Those Who Remain is good at amping up the tension and anxiety through its sound alone. Doors slam, lightbulbs break, and it usually makes for a decent jump-scare. The sound design also does a stellar job of creating a horrifying atmosphere. Summary: Those Who Remain is a psychological thriller game that takes place in Dormont, a small town in the US. It's obvious that the development team was influenced by properties like Twin Peaks or Silent Hill, as everything has an ethereal, dream-like quality to it. Skins are used to customize the appearance of the player's primary and secondary weapon. Edward gets brought to a variety of different, eerie locations where conditions like time or gravity are distorted. in: Lists, Gameplay Skins View source Skins can be acquired from various skins cases within Those Who Remain ranging from the Tier I, Tier II, Tier III, Tactical, Neon and Ethereal cases. What works in Those Who Remains' favor is its environmental story-telling. RELATED: Neversong Review: Handcrafted, Bite-Sized, Bizarre Storytelling
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