Lovers of scares and terrifying experiences are in luck; We have a few seasons receiving a good number of titles in which terror is made with absolute protagonism, yes, with more or less success. And it seems that the indie landscape
has become the ideal framework for low budget studies are encouraged to create titles that keep us glued to our chair or sofa with nerves to the surface, waiting for the next shock with the pulse full-speed. After the notable Outlast and
Amnesia: A Machine for Pigs and the not so bright Slender: The Arrival or Daylight , a new PC arrives
adventure in first person in which the resolution of puzzles and enigmas will allow us to advance through dark corridors and dreary rooms, always aware of the
disturbing events that will happen in our path. Let’s know more about Hektor in our analysis , the latest from the Swedish Rubycone studyunder the umbrella of Meridian4.
Hektor comes to Steam as the umpteenth proposal in the genre of horror adventures indie, betting unchecked by a formula thousand times seen and trying to provide new ideas that ultimately remain in that: ideas. And it is that the sensations that leave the
little more than two hours that will take us to complete so distressing nightmare are quite contradictory. And not only because of its short duration; In many aspects,
Hektor does not fulfill what we expect from a title that pretends to terrify us with psychological fear, or so its creators define their gaming experience. But let’s stop along the way and get to know more closely the context of this indie-cut adventure for compatible and Mac computers.
Without much more detail thrown from its beginning, we took the role of a man, a subject of evidence trapped in a dark facility codenamed Hektor, a ravaged and labyrinthine space in the middle of nowhere in the cold lands of Greenland during the War Cold After a brief introduction, we will quickly be immersed in its distorted reality,
enhanced by emotional and psychological instabilityof our protagonist. Thus, we will wake up in the middle of a dark corridor, receiving a gift of vital importance: a
lighter. Equipped with it, we will be able to illuminate just a few meters around us, thus increasing the anguish of knowing what or who awaits us in the next
corner. And everything becomes even more disturbing when, looking back, we discover a new corridor or a new door that was not there before.
Thus, much of the attraction of Hektor is that as we solve the different puzzles and puzzles, the scenarios will change procedurally , that is, change in real time and randomly, to cause, if possible, more tension to the player. In fact, more tension at the same time as despair, since the almost total absence of clues and a design of unfriendly levels will invite us to go again and again the same areas without knowing very well what to do or where to go.
In addition, the evident simplicity of the scenarios themselvesthey will help us to feel continuously in the same place, generating spaces that are too similar to each other. However, the idea of creating different levels in our path is totally wasted, relegated to a simple anecdote.
From a certain point, the title will go from the exploration and resolution of puzzles to the survival style of all life; thus, and without gutting anything about its chaotic narrative development, we must flee and avoid encountering a certain entity that will follow our steps to end us. Certainly, in some moments it does raise the tension to high points ,
but an artificial intelligence with certain ups and downs causes the odd situation that ruins the experience. On the other hand, we should also avoid other figures that will haunt us in the dark corridors of Hektor. Beyond these presences, the title manages to
maintain tension thanks to a quite competent sound section, with dynamic melodies that will adapt to the events shown on the screen and a good collection of effects that will torment us continuously.
In this sense, the voices of the different notes that we will find -we can get out of the note itself and continue listening to the voice- are well taken care of, however, in perfect English; like all the game, totally localized to that language and without subtitles if we decided to listen only to the audios instead of reading the different documents.
A pity, since the argument is already confusing enough to lose us details of its intricate story for not fully understanding the stories, as long as we do not have a good command of English, of course. But all the tension that tries to transfer the player is nothing
when we discover that when we die -not in the strict sense of the word-, we will wake up in a nearby location, with no more consequences than trying to repeat the sequence that has finished with us, conserving the meager inventory that we may have.