Serial Cleaner

CLEANER enters the house with clearly fatigued appearance. He goes pitifully to his room, possibly with the idea of ​​lying on the bed to forget the hard day. MOTHER is in the living room, watching a wrestling match.


Honey, clean your room. It looks like the scene of a crime!


(For himself) But if I’m no longer on duty …


How do you say?


(Looking at camera, accomplice) Nothing, Mommy! That I will do it as soon as I rest.


CLEANER makes a gesture of relief, goes to his room at the end of the hall and we see how, effectively, he drops on the bed like a dead weight.


Fiction always has an anchorage in reality. It seems impossible that picking up corpses, removing blood and dodging cops is a professional way in itself, but Serial Cleaner wants us to create it. Possibly now it would be impossible to dedicate


to the guild of the cleaning after the homicide, but in 1970 things worked differently. Our mission is to go to the scenes of the crimes that others have done to leave no trace of anything. This could have been a rigorous stealth game in which realism f


orced us to leave each scenario as new and avoid the guards and police so that no one would recognize our face, but instead opt for a lighter, more arcade, stealth in which the main thing is to collect corpses, tests, relevant objects and clean as much blood as we can … with a vacuum cleaner.



Professional cleaner

Given the time in which everything happens and the light tone of the game, iFun4all has chosen to mount artistic style of animated, close to the caricature, but without exaggerating the palette, which walks through pastel tones and a sepia tone that, toge

ther with the design of rooms, objects of the stage and the clothes themselves, places us at the time easily. In this way, we find ourselves with a work that, despite not being cut with blood and corpses, wants to avoid any kind of displeasure. The corpses do not have many details, and despite their disfigured appearances and the blood stains on their clothes, they even becom
e tender. The only thing that can draw a more detailed scene of the homicides are the comments of the Cleaner, but usually everything is kept in that light and pleasant line. And with all the sense of the world, because death here is day to day; what pays us the bills.


Serial Cleaner analysis

The maps are wide and varied, but what we like most about them is the level of detail and a reflex design of the 70s.

All the action takes place after shootings, persecutions, accidents, etc. Each scenario of Serial Cleaner has a few corpses , one


or two evidence of the crime and some optional item that unlocks extra missions. Our obligation is to collect the evidence -which is usually the weapon of the crime-, make the bodies disappear by taking them to our ranchera or to a p


lace that depends on each scenario (like an open window) and, on occasion, to clean a certain amount of blood. The premise is very simple, of course, and although the game does not affect the artificial intelligence of the police, their fields of vision and their routes when patrolling the area make things difficult for us.


Serial Cleaner PC

It is a game about murders that does not go to the farm, but to the smile, to get us

With the help of the zenith view, the sense of the cleaner (that moves the view and highlights the location of the relevant elements on the map) and the interactive elements of the environment we have to avoid the orange cones that represent the field of vision of the cops . As artificial intelligence is not intended as realistic, although they see us, it is easy to dodge the

m if we give them a few times or hide, although we do this last thing in front of their noses. On the other hand, a detail like the noise we make when running or when we aspire is taken into account, and in fact it is used at later levels to generate distractions in our favor.


Serial Cleaner

Serial Cleaner PC

Between mission and mission we spent at home to rest, wash, help mom and watch wrestling match with her.

The first levels go to the simple so that we understand the mechanics of the game, but in general there are two ways to overcome the levels: the fast and sloppy and the slow and analytical. We comment because despite having this nature of stealth, the game adapts perfectly to the two rhythms of the game . Objects appear randomly, so some levels can be unfairly difficult (or easy).


Sometimes control shows it. We can try to clean all the blood as a challenge and the game will respond by giving us an impulse of speed while we vacuum. Upon achieving this, a medal is displayed on the poster of the mission in question. It’s funny: the game does not penalize the failures more than making us repeat the game.