The Initiate, review of a puzzle game intruded with mystery

We are in Astoria, Oregon. Nathan Rockford, the protagonist, does not have the pale idea of ​​why he is in a house full of traps and puzzles that block him from the street, he does not know who his kidnappers are, has no memory of anything and will – despite his – a chance to enter into a mysterious organization and to know the whole truth.

The Initiate does not want to tell you more than this and leaves you in doubt, in the anguish of not knowing what may happen to you, what will you find in the next room and with what words your messenger will or will “play” with your patience.
Around you there are cameras, speech spreaders and strange symbols on the walls that are visible through an ultraviolet lamp that you will find very soon. And there is also a sense of threat whose source you will not be able to find out, because the atmosphere of The Initiate , despite being a jigsaw puzzle, has very few thrillers that can keep you constantly on who is there .

On the other hand, those who captured you are constantly watching, will compliment you when you overcome a room, will produce in soliloquy rooms, and be careful will give you some more details about the story and why this is happening to you.

The plot keeps up to the end, it works, staging that pinch of conspiracy that for such a work never fails, and is told through this narrative technique for nothing, or less simple to use. It remains deliberately vague and leaves room for your imagination.

Certainly, the The Initiate can not expect a complex screenplay or that it really is able to go beyond the home environment that will accompany you from start to finish.This, in a sense, is also witnessed by the two finals you can get after about three to four hours (the duration varies greatly from person to person, depending on your skill level). The planned epilogues are both quite disappointing, prompt and do not give the explanations you really want to hear. And that is a great pity. Really. Breaking Home The Initiate

is basically a first-person puzzle game that could be traced back to the current of the walking simulator, but the presence of an inventory and the different concept of gaming with respect to this sub-genre distinguishes it importantly from all other titles. In fact, one thinks of the way in which the interaction and the high amount of actually examineable objects are implemented, which are really many.

And of course it is not something that is fine to itself, but it is linked to the double direction of the immersion sense, the finding of all available elements in the rooms to come to the fore of the puzzles and the degree of attention the player requires so that can continue without feeling helped in any way.

It is interesting in this regard that developers have “hidden” some of them, pushing the player to find them all if he really wants to get the most out of the gaming experience.
The goal was to involve the user and keep it in constant tension, enabling him to observe all the objects meticulously reconstructed within the scenarios and pay attention to the sounds. One could almost talk about a natural evolution of graphic adventures, where fixed screens are replaced by a dynamic shot that follows the protagonist along the rooms. And indeed there is no reason to think the opposite, especially if you take into account the rigid setting that Deceptive Games has thought for its title.
An applause is to be made for the atmospheric music, capable of immersing the player in a world where he feels chained like cage rats. This is a foreground and not a boundary, given the nature of The Initiate , and it is clear that a slight sensitivity in the composition of sounds and music would be a cause of annoyance for the user, legitimized in that case not feeling fully involved in the affair.
The Initiate  also satisfies technically and uses shaders that for quality approaching those used by a triple A title. Of course we’re talking about an indie where all the environments are closed, and it would have been disarming to witness graphic problems, having to handle much less variables than outdoor scenarios.