Modern horror adventures from small game studios copy already boring mechanics, seasoning their own story with unique color. Czech studio CBE software With the support of a grant from the European Union, she decided to make a walking simulator about the deciduous forests of her native Moravia.
According to a simple plot plot, the main character Daniel learns that his daughter Stela escaped from the house of her ex-wife. The spy tracker on the girl’s phone points to the forests native to Daniel, which he knows like the back of his hand. But a journey through the Czech expanse is overgrown with mystical signs, where abandoned bomb shelters serve as a hotbed of evil, and the usual, at first glance, homeless person turns out to be a nightmare monster preying on children.
Falling through reality and time in search of a beloved child, the main character recalls the unpleasant secrets of the past, which I would like to forget about for a long time.
The authors are very trying to escalate suspense and intrigue the player with mystical discoveries, but very quickly Someday you’ll return from an exciting adventure turns into a dull routine. Instead of enjoying the beauties of the Moravian forest and looking for clues, you wander with a flashlight in the darkness of stone labyrinths or try to hide from hackneyed monsters.
Specially created obstacles from hands sticking out of the ground or walls of fire should force you to participate in Czech competitions for playing hide and seek and laying routes, but you absolutely do not want to do this.
Closer to the second half of the game you are given a magical amulet and a stake to destroy demonic hearts, but it does not get any easier. The “running around” curve from pursuers along pre-planned routes achieves all the “pleasure”.
To permanently humiliate a player, most of the time you are forced to navigate by a hand-drawn map and road signs, looping from one section to another in search of objects, secret passages and key characters.
You can play Someday You’ll Return only for the sake of a very detailed forest and a plot that can bring a few surprises.
Puzzles with searching for keys, following routes based on vague clues, and crafting key items remind you once again that indie studios do not test their ingenious solutions with testers and focus groups before going out.