THE DEVIL OF ECHO BLUFF
Perception is based on a particularity that, combined with the background of its developers, has allowed the adventure The Deep End Games to hit Kickstarter with the goal of $ 150,000.
This happened a couple of years ago, when we thought that the title would come out in June 2016 but things, as is evident, did not go like this. To the delay, among other things, have added some problems: the physical copy that will not arrive in time for the launch, but the digital one has been in our hands for some time and will be available for PC, PlayStation 4 and Xbox One on May 30 .
Having said this, let’s go back to talking about the main peculiarity, not entirely unpublished but not abused, of a game that while inevitably resting its bases in the visual dimension,Cassie, however, is fortunate to be very intelligent, has available sophisticated applications that can help her and she feels great, so much to perceive reality in a similar way to that of Daredevil , taking advantage of the noise to build a mental image of what that surrounds it.
We do not speak, of course, of capacity comparable to those of Hell’s Kitchen devil, but the surfaces that take shape when they are invested by sound effects allow Cassie to navigate in an airport and even in the snow, on the road leading to a haunted mansion from voices, noises and mysterious presences. The gloomy villa located near Gloucester is not a suitable place for a girl who, although full of resources, remains blind, but Cassie can not help but reach her, tormented by disturbing visions that come from a distant past.
The history of Perception has its roots in the past finding its point of origin in the appearance of a dark presence that has left behind tragedies, ghosts and mysteries.Cassie, somehow tied to all that has been trapped in the mysterious villa of Echo Bluff, suddenly finds herself involved in a strange nightmare made up of cocoons, mechanical dolls and steampunk details that refer, as part of the style, to the roots of development team.At first things seem to make little sense, but room after room Cassie puts together pieces of an ever-more disquieting puzzle, a mystery that leads us to a tree through a crazy mother, drownings, fires and assorted dramas.
All these events, told through vivid vocal flashbacks, represent the thread that we must follow, groping in the dark, crossing a house that changes around us and that takes us through time, towards the inevitable final twist to unveil a bigger design. Reaching it is not particularly difficult even if there is no need to underestimate the threats that surround us. The house is haunted by a presence that constantly seeks us and follows too much noise. When he finds us, or when we are targeted by other entities,
the screen turns yellow and then, as the creature approaches, turns more and more towards the red warning us that we are one step away from the end and the loading of the last automatic save. In fact, we have no way of defending ourselves if we do not find refuge in one of the innumerable hiding places scattered around the house that include baskets, large paintings, beds, curtains and so on. And it happens to escape the broken headphone, feeling pleasant waves of relief, even if the creature is not the most intelligent and adrenaline is a side note for a dominant exploratory component, made intriguing by the difficulties of orientation of Cassie and the gadget with which the protagonist fills his sensorial gaps. it turns more and more towards the red warning us that we are one step away from the end and from the loading of the last automatic saving.
In fact, we have no way of defending ourselves if we do not find refuge in one of the innumerable hiding places scattered around the house that include baskets, large paintings, beds, curtains and so on. And it happens to escape the broken headphone, feeling pleasant waves of relief, even if the creature is not the most intelligent and adrenaline is a side note for a dominant exploratory component, made intriguing by the difficulties of orientation of Cassie and the gadget with which the protagonist
fills his sensorial gaps. it turns more and more towards the red warning us that we are one step away from the end and from the loading of the last automatic saving. In fact, we have no way of defending ourselves if we do not find refuge in one of the innumerable hiding places scattered around the house that include baskets, large paintings, beds, curtains and so on.
And it happens to escape the broken headphone, feeling pleasant waves of relief, even if the creature is not the most intelligent and adrenaline is a side note for a dominant exploratory component, made intriguing by the difficulties of orientation of Cassie and the gadget with which the protagonist fills his sensorial gaps.