We analyze the first match of Dry bread for consoles. A Walking simulator with an air of Find the seven differences Sinister.
For several weeks, the expression of Walking simulator. Walking through space without doing much other than admiring the scenery. The label may have been used as hyperbole in a certain flagship XBOX game, but that’s not the case here. Project 13 yes it is one Walking simulator, also a corridor game and also repetitive. But this game should be like that. You have to find out what’s wrong. The anomaly may or may not be located in a corridor of the psychiatric unit of a hospital. We cross it and when we reach the end we open the door at the beginning of the corridor. We have to show the game that it’s not a loop.
Simple rules.
The rules are simple. We walk into the hallway, see something strange and report it, go out and start again. It must be repeated 13 times, determining whether there is an anomaly or not in order to exit. If you fail on a trick. The counter is reset to zero. Everything is reset. But the appearance of anomalies is random, so no two games are identical.
The game is short, it doesn’t give much. The difficulty and therefore its sustainability lies in the fact that there may or may not be an anomaly. There are some that are obvious but there are others that are quite hidden, so it’s easy to fail by thinking there’s nothing there.
Find what you don’t want to look for.
The anomalies are psychological terrors, possible visions… all more sinister and bloodier. They don’t advance the plot but they destabilize and add dynamism to the monotony of the game. They are twisted but it’s a relief when you find them, because it signifies progress.
The setting is that of a horror game. There is a gloomy atmosphere there. Of course, a psychiatric ward doesn’t have to be the joy of the garden. But in principle it’s an aseptic corridor, with 4 recurring characters and a parakeet. All this seen in first person and with the distorted lens of a gas mask. Our character wears a waterproof suit. The sound of our breathing
Conclusions.
Project 13 It’s a somewhat unpleasant game of discovering the 13 differences. On a technical level, it is very fair. But it has a certain magnetism that tempts you to try it again and again. Personally, it cost me more than expected because it’s very crooked. But once all the possibilities have been discovered, it remains empty. Even the hardcore fashion it is not enough to put the mechanics against the clock.
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