The young woman is a trainee of a mysterious government agency called “The Eye” on her first day of work, which for the occasion is assigned to a case involving the search for three people. It is thought that the three individuals are dead, but there is no evidence to suffrage this hypothesis. In the course of the game he will have to find them and the guilty one, along with the officer in command of Hayze and his partner Jin.
As happened to the probable victims, during the Jade investigations, he will receive strange messages and calls, as if somehow they wanted to anticipate his next disappearance. He does not know if he will be able to avoid it, but he must go to the bottom of the story and talk to the characters present, some mysterious, bizarre and completely unexpected, belonging to another race.
Of Vacant ‘s interest is especially his world of disturbing contours, made of familiar places but somehow “wrong”, which combine with a story that all holds up to the end, without involving you totally during the few hours you come to arrive to the conclusion, which, among other things, may vary according to some choices made.
While, on the one hand, the willingness to make some characters out of the diagrams is desirable, the tenor of the dialogues is, in broad terms, subordinate, colloquial in a somewhat sophisticated and not always engaging manner. Even the answers we can give seem rather trivial, similar to the useless ones of the old jrpg school, apart when they become silent for plot-related reasons.
Although the presence of some of the topics discussed, such as the autism of a character who reveals that he or she can not adapt to situations of sociality, or continuous references to another’s sexuality, the in-depth analysis reduces this intention of the author to a mere a representation of so-called ” diversity in gaming ” that goes so fashionable today.
Therefore, we can only consider it a defect and, at the same time, a fine representation to itself. Guess who Even from a gambling point of view, Vacant does not offer any creative flair, and indeed has some obvious shortcomings linked to some basic simplicity that leaves no room for maneuver.
We refer mainly to the poor interaction with the elements of the scenario, with the latter being rather inhospitable or anonymous. Probably it is the isometric view to bare the most spartan rooms, which can not boast the fullness of particulars present (usually) in the tip and click two-dimensional. In Vacant
so you have to talk to the characters for most of the time, paying attention to the messages that arrive on our smartphone. There are no worthy jigsaw puzzles, and the game does not try to put the stick in the wheels anyway. This, given the nature of the game, can only be an obvious limit.
So much for the creative level as for the technical sector, there is no shout at the miracle. We remind you again: Vacant is developed by one person and it is easy to understand how much workload can be cumbersome, yet you do not notice decisive steps ahead of Early Access.
Characters’ patterns are sketched, almost vague, and in this sense (apart from a couple of distinctive traits) they are flat. Certainly not like the dark and mysterious silhouettes that you will see on several occasions and on which we prefer to be silent, but here too, the limits are noticed. And they are also seen in the graphics a bit gritty and lacking the necessary final polishing stage that would have helped little to give a stronger and recognizable identity, along with a pleasurable perceptible only at times.