In those situations where you're given almost no control over the camera, it behaves a bit like a fixed camera, so when it snaps back into a more free motion position, you'll sometimes find that due to the position, your up and down movement have been flipped. It also suffers from the ever-obnoxious sudden shift in directional orientation upon changing camera angles. When you can move it, it's only one dimensional movement you can't move it at all along the Y axis, making it extremely difficult to try to check if you missed any of the ten service medals hidden throughout each level. It has a camera controlled by the right stick, but it's really hit or miss whether or not it will actually let you move the camera half the time, the camera gets stuck in a single position because of the positioning of the environment. The biggest problem aside from the writing and dialogue (I can look past that if the gameplay is good) is control. Also, baby dolls are the creepiest fucking things on the planet. Learn some art history while you're at it they actually feature what is probably the most famous painting by Jan van Eyck, the premier Flemish Renaissance painter. It's on PC, Playstation 4, and Xbox One, so chances are, everyone here can play it on one platform or another. This game isn't going to be for everyone - you have to like walking sims to really enjoy this one - but if you're a fan of atmospheric horror games, I cannot recommend this one highly enough. My roommate can attest - there were not infrequent shrieks coming out of my bedroom when a jump scare got me good. Now I scare more easily than most guys, and I LOVE being scared (it's why I love horror movies and games), so I'm good at "getting into a game" and letting myself get scared by things that might not otherwise scare me, so it's possible that - like Until Dawn - I'm giving this game's horror elements a little too much credit, but I really did get my money's worth out of this game in the scare department. The bosses are (for the most part) a breeze if you effectively utilize these special weapons. Each of these special weapons can be fired for extended periods the same way that your standard weapon can, but they've got an energy gauge measured by percentage. Typically, one of these will be defensive and destroy incoming shots, one will be a more wide ranged offensive weapon that deals less damage but over a huge area, and one will be a ridiculously powerful but concentrated attack. In addition to your standard weapon (which you can hold X to fire no need to wear yourself out mashing the button millions of times), you have three special weapons that vary from character to character. It's mainly just the environment textures that you can tell are a little dated if you look closely. Even with being a port of a last gen game, though, it still looks fantastic. Visually, you can tell that it's just a port of a 360/PS3 game, but because of that, it runs VERY smoothly with little to no slowdown. Then the city he chases them to ends up being dead in the middle of the path of a category 5 hurricane. All this happens while he's trying to rescue his dead best friend's sister from some ex-Marine terrorists who stole nukes. Then there's a massive eruption from the volcano right by town. Then that triggers a series of devastating tsunamis. The basic premise of the game is that this one guy who works for his city's crisis management team has the shittiest day ever. It certainly had a bit of that B-movie cheese feel, but the game had much higher production values than I expected (although really, I should have expected high production values from a Monolith game, especially after Nintendo bought them). I expected a non-stop cheesefest on par with one of the greatest motion pictures of all time, Sharknado. This game was not what I went into it expecting, and in this case, that's neither a good thing nor a bad thing.
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