Death analysis – Xbox zone

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Death analysis – Xbox zone

analysis, Death, pc, Steam, Xbox, ZONE

I generally spread in the analysis. Sometimes too much. I try to transfer all the sensations that I have generated a title with a luxury detail. But there are the least, in which the game itself complicates it. And this is generally due to the cases of your short -lived. Today, we are faced with one of these cases in which, as much as I want, I can tell you a little more. Support in this analysis of Death For PC.

The game is developed by Jeff Winner,, A Brasil developer Which has already vapor with several horror games. On this occasion, at the start of the game, we already get a warning warning that this work is the result of the expression of “bad weather” that the developer has passed.

Death's breathing

Death analysis: a personal story

As of historyWe can say little, really. There is no plot to shoot it as we know it. There is no intro-nurse-design to stick to. Even so, we see how our character must stay several nights in a house where we will exercise a kind of security guard. Which really means “to say” that the game has something to do with the limits of mental health and as reality is not so much and that the little imaginable is very capable of happening.

SO, In the player, a very short experience awaits us: it lasted 55 minutes But I would even say that it can be completed in less time. Under a vision of the first person (the best and most usual of the kind of horror), we will explore this house where we will clearly know what to do at any time.

Death's breathing

Simple and understandable gameplay

We will have an initial base which will then grant us more freedom of exploration. In one of the rooms, we will have a computer with which consult the 10 television cameras installed on the property. Revisioning them will guarantee a series of “points” that will help us “buy” 3 key elements for the future of the game: food, flashlight and pills.

Each of these 3 elements will be basic to survive. Especially food and pills, because we will have moments when an indicator will appear with a countdown and we will have to remedy hunger / headache with these items.

An atmosphere with good fears

In the last section of the game, this will already focus on exploring and resolving a small puzzle (simple and clear to solve), leaving the player more freedom and not being so linked to these moments. In short, we face A very simple gameplay in which we will always know what we have to do and that will not cost anything to progress.

Where do I think The game is more elaborate that in its playable part is in its context and In its audiovisual section. While in graphics, they meet the standards of the genre, I must say that the Jumpcares have made their effect on me and managed to scare me. You never know when you can make a fear and a tension is felt throughout the adventure.

Death analysis: conclusions

So, and to conclude with this little analysis, I think The real attraction of this game is, without a doubt, its atmosphere and its fear. In the player, nothing is expected that linearity and a small puzzle to be resolved in a very easy way. Its short duration has more projects than the entire game, but it is always attractive if what you are looking for is that they scare you when you expect the least.

https://www.youtube.com/watch?v=uml24t4qu2k

Death

Pro.

  • Good jumps and well located
  • Respect

Contra.

  • Does not arrive at the time
  • Only available in English and menus are somewhat stimulating



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