The Doors of Perception
Perception is little more than what could be defined – without mistake – a walking simulator with a single distinctive element: the star of the story, Cassie, is blind. However, he has a brilliant mind and a formidable hearing that allows her to “see” what is around with the noises that propagate in the ether. In the game, this phenomenon is called ecolocation and allows all the effects to create images of the environments every time the protagonist slams the stick against something or when they present the loud noises of the villa where you will be. More in general, each sound models more or less distinctly what healthy eyes are able to see in optimal lighting conditions.
Here, in the outside, the wind gusts around objects and constructions of bluish contours of varying intensity, a TV on or the voice that speaks to you from a radio diffuses flattering around you and the presence when in motion, you let them know where they are and in what direction they are going. Although the latter are scripted events, which add a few jumpscare really negligible and unsuccessful, it is to be noted how the hunting entity is attracted to the noises you produce.
From this, it is clear how to blur your own way by lashing air and objects is an action to be performed with limited frequency and only when you really get stuck; but it must be admitted that after a few minutes it is easy to take the measurements to the game, managing the ecolocation system without perfection.
If you ever need to exaggerate, you will be chased and you will be forced to hide in the few free zones available, otherwise you will suddenly fire a ghost in front and you will have to repeat the section. In short, not really the ultimate in terms of authenticity and representation of terror.
Anyway, we can assure you that it will happen very rarely and that you can manage your adventure in its tranquility not really the utmost in terms of authenticity and representation of terror. Anyway, we can assure you that it will happen very rarely and that you can manage your adventure in its tranquility not really the utmost in terms of authenticity and representation of terror. Anyway, we can assure you that it will happen very rarely and that you can manage your adventure in its tranquility
The handicap of blindness is felt, but it is clear how much the game has been badly shaped around this feature.
The player, to accept the obvious contradictions that Perception staged, has to suspend the disbelief and accept all the compromises that the developers have to come down. Consider, in fact, that the game is extremely linear; indeed, to be honest it would be more correct to say that it is just guided and that there is never the risk of being lost. The reason is simple: With a key you can view at any time what the goal is to achieve, which stands out with a flashing white in the darkness at night. The relief objects and memories are highlighted in green.
In my dreams, I see that house
Perception historybegins when Cassie decides to find the same house that torments her in dreams. He decides to go to Massachussets to investigate the abandoned magician who has long been a theater of mystery and disappearance, but without the user actually having any clue as to how he got there and how a nightmare guesthouse can be found .
By surmounting on this (not really) little detail, which turns out to be part of a very prologue, from a narrative point of view it is interesting to tell stories of the inhabitants of the spectral building and to divide them ideally into a novel structure.
So you will be aware of the past of those who lived in that house mainly through the discovery of some personal effects to which they are related to episodes, or listening to messages from a radio, or seeing what the ghosts (in their repeated and eternal damnation) want to communicate. The stories in question are not, however, a great deal, with the exception of a couple of good ideas,Perception will certainly not be remembered for particular narrative merit.