Banners hang above the grand staircase. When you step into the stately entrance, the light from the glass-top dome ceiling immediately attracts your attention-“The Great Reopening-October 30, 1897”, which declared in neat words-but decorated with colored flags in the vestibule It was torn and torn. In some places, wooden floors were scratched and soiled. Soft lighting-mainly obtained from candlelight, soft and delicate, but you will also learn many difficult ways it hides. It’s like blood on the bottom of the stairs. Just like those quiet people reverberating in the shadows.
You start to doubt that someone would think that Sker-Welsh is pronounced “scare”, but there is no literal translation, do I think? -The hotel is suitable for anything, let alone reopening. It was dusty and dirty, and many rooms were filled with unopened crates and boxes. Every mirror in the hotel was cracked and broken. Later, when you explore the higher floors and stumble upon a shocking terrorist, you will surely escape the imagination of HH Holmes and his infamous Murder Castle, and you will find that the plan to open this place is not “grand of”. Later, when the banner was stepped heavily on the ribbon on the floor of the hall by the blind man-or were they monsters? -Sto carelessly from the side of the room, the ears are pierced, making a little squeaking sound, which will make you lose your position and you will want to know how to survive.
It is appropriate to put a sirens and a story of a shipwreck on the coast of Wales, home of warning. Sker Hotel is full of evocative images of life at sea, and many of its rooms are filled with nautical ornaments and decorations. When you fall into the maze-like basement of the hotel and see the black, flickering glare of portholes inlaid on the walls, the theme will be further enhanced. In other rooms, you may find a deep-sea diver’s helmet or an antique harpoon. When traveling, from time to time, you will come across a weird chair with handcuffs, and the phonograph trumpet is located on either side of the headrest. You will try not to get too close to these.
Strangely, Sker’s independent horror maid didn’t end in the beginning. At first, it felt like a death simulator, linking between invisibility sequences one after another, asking the protagonist Thomas Evans to crawl around forever, just like he would always shrink back. Although games will never free you from endless stealth sequences, they do become more forgiving, but I want to know how many players will enjoy the horrible disturbing atmosphere and unusual stories before the adventure begins.
The tight environment of the game further exacerbates these problems. The corridors of claustrophobia are undoubtedly atmospheric, which makes the invisible mechanics more boring. Usually it is luck rather than skill that allows you to escape unscathed. In some cases, the “quiet man” AI-the muddy old bastard all over Sker and its grounds-seems to be omnipotent. In other cases, it feels completely ineffective. Sometimes, the old guy in the flat top hat will pass by, which is perfect for people near you. However, sometimes (sometimes, when you are farther away, or when using one of the two defense methods of holding your breath), even if they are said to be blind, they seem to see you from the entire room. This makes things unbalanced and frustrating. Of course, it will keep you alert.
The Sker Maid is a three-part novel written by Laura Doone’s writer RD Blackmore in the late 1800s. The game freely draws inspiration from this story, and Welsh folklore revolves around Bridgend’s real life Sker House, which is the same South Wales town where the developer Welsh Interactive currently lives. Your lover Elizabeth (Elizabeth) is called to this place, she is going to replace her mother as Sker’s new “singing feeling”, commonly known as “Sker Maid”. Although singing fluently in Welsh, Elizabeth’s English accent is unforgettable-Alder’s English vocabulary never convinced me. That being said, the gramophones strategically scattered everywhere enrich the story of Lizzy’s fate and life with her peculiar family (and conveniently double as your old school manual save point).
I also found it challenging to establish contact with Thomas. He is a taciturn and unsentimental big man. Despite the gloomy surroundings and lack of reason and spirit, he does not have the feeling of raising his knees to climb over a two-inch tombstone or grabbing one of the dozens of lanterns dotted around him. When you get lost on the hotel grounds, the operability is particularly noticeable in the early games.
When you enter the hotel itself, it becomes less surprising, but when Elizabeth’s full voice and comprehensive voice, I am puzzled why Tom has no dialogue. Therefore, his inability/unwillingness to speak makes him depressed and ruthless. I like the strong power of the taciturn protagonist most of the time, and I am grateful that we can choose from a series of silent responses from Tom, but for example, you have never heard him promise Elizabeth, or have trouble with those who stumbling in front of him Of residents expressed doubts. eye. This makes you lose the opportunity to warm up to Thomas or care about his plight. If he can’t hear his care for Elizabeth, then why do you do it?
What is unusual for me is that the more I play, the more adventurous I am. Although there are a lot of things to bother-especially the painful chase sequence that starts when you open the top floor of the hotel-I find Sker to be an enticing place to explore. Although there are many places to look back, the hotel’s space is very cramped, so it was only a few hours before the unlocked door was reopened, which was the frustrating right side.
There are also some rather opaque problems. I’m not sure I missed the explanatory notes somewhere (the final statistics screen told me that I missed three at the end of the game), but in the end I had to pass a few of them. This includes a particularly confusing dilemma. Let me pull the beer tap at will, hoping to open up a new path of development. It is commendable that the developers are confused rather than annoyed, but I especially like the audio puzzles, which have amazingly effective jumping and boxing functions. I admit that it took me longer than expected-the score and sound effects are excellent, but sometimes it feels a bit unbalanced and inaccurate-but wearing headphones helps me adjust to the direction.
In fact, there is nothing to innovate or improve on a shabby formula, and in many ways, “Maid” is an independent horror game that hardly surprises players or promotes the development of the game type. That is to say, although I cannot pretend to enjoy the painful stealth and combat mechanics, I cannot deny that despite the flaws, I still like to explore Sker Hotel and discover its interesting stories.