The idea of playing horror games in VR is, well, absolutely horrible. Walking in scary rooms or streets with ambient sounds filling your soul of terror, knowing that there are things in this world that tours you or watch you, is extremely disconcerting. When the enemy finally thinks you and holds you at your fingertips, it is not possible to protect your eyes by turning on the eyes of the screen — that is enough for anyone to feel stretched with sweat pearls that s ‘accumulate on the temples. And the last title of Fast Travel Games, Wraith: The Oblivion — Afterlife, leaves us with a terrifying experience that will bring players to look for a pair of backup pants.
In the iconic universe of the World of Darkness, we follow the journey from photographer Ed Miller. After a session went wrong, Ed wakes up without remembering the events that occurred earlier in the evening, but one thing is certain: it is no longer part of the world of living. Taken trapped in the manor where we succumbed to death, Ed is loaded by his own dark and sneaky shadow, guiding us through the corridors of this mansion to discover the troubling truth that led us on this path.
The story behind the truth of your disappearance is excessively fascinating and well presented. The story is told in a series of short vignettes; Shaded static versions of the speakers will fill some whites of the situation and will appear and disappear like a smoke murmur. Inevitably, it also caused me a lot of ghosts. At first, I was a little bored because I felt like I could not do anything other than watch the scene unfold without doing anything. But as I progressed in history, I found myself not to worry about the scenes and impatiently waiting for the next one. You will also discover bribes from history through voice over, notes and your dark ego alter.
The gameplay sees Ed crawling in the impressive Barclay manor. As a spectator, you will have access to some supernatural capabilities to start. You can catch remote objects from a simple wrist movement and highlight important objects. This second capacity, sharpened meaning, is beneficial when you are stuck because it will take you to the next goal. With these capacities — combined with the crossing of the walls — and the few objects you have access, you will have to make a way inside, outside and around the spectra that inhabit the mansion.
The spectra are the malicious entities that wander in some parts, and these types are where most fear and anxiety come from. Be ready because they will load you and will pursue you tirelessly. Since you can not fight against these creatures, your choice is to sneak around them. But watch your step because the floor is also littered with objects that can betray you, like broken glass. You will be able to launch various objects to distract these enemies and use the flash of your flashlight to alter the spectra by letting you time to escape temporarily. But you’d better act quickly because, well, the spectra are much faster than ET and will crush you quickly. Take up to slide behind the walls, sofas and hide you in the cupboards to wait for these types to pass.
Even before meeting one of the spectra, the sound design alone and the empty obsessing mansion but beautifully textured are sufficient to put angry players. You will definitely want to use a good pair of earphones, because the speakers of Quest 2 certainly do not justice to the scary atmosphere. Do it, and you can hear all moans, moans, whispers and moans that affect the rooms.
One of the few things that disappointed me was the lack of puzzles. As Wraith is mainly composed of recovery quests that allow you to browse the manor while doing a lot back, I was a little surprised to see that there were not many enigmas included. Aside from the basement, which really does not require a lot of problem-solving, there is not much here. Perhaps there are no riddles to encourage players to focus on stealth, but I would have liked to have an extra challenge at the gameplay. As mentioned earlier, the flashlight you get is associated with a flash mechanism used to stun your enemy. When I received the flashlight, there was no indication of what the Flash mechanic did, but said the function was there. It is a fairly important feature to know. A bit like the way the game tells you to sneak around the spectra After you met your first. And if you are like me, then your corpus (health) will already be average at this point. The opening and closing of the doors seemed also a little clumsy, but finally, I get used to it.
The control point system can also be a little exhausting. You will need to find backup locations in some areas because there is no automatic backup function, and with as many recovery quests, it can be frustrating to recover some objects to die. And if you have not registered recently, it can be a little exhausting to go back to redo what you did. The only interesting thing about backup locations is that you can access a room that takes you to a place where all the notes and objects you have found throughout the game here you can reread and Learn more about the different characters and spectra that we know or with whom we will be confronted. It is convenient to go back from time to time, especially since there is no real inventory system. If you miss the reading of a note, what I did several times when you accidentally dropped the element, you will see what you missed.
Wraith: The Oblivion — Afterlife creates an incredibly convincing narrative with a world that complements it fully. I am a bit sensitive about VR games, but fortunately, this title has both a standing and sitting mode, so I could play a little longer without having nauseated. There are some oddities here and there, but none of the things I mentioned above never really came out of the immersion of the experience itself. Some horror fans may not like the always slow rhythm you need to follow during the entire game, but for those who do not fear to take things gently and slowly while having afraid of your mind, Wraith: The Oblivion — Afterlife is certainly for you.
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