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Not enough to be a "omg I totally know what happens" but enough to set up the ending, and make me come to that realization fully by the time we get to the elevator.Īs for saying he wished he had been more prepared. I kind of had the inkling of "you were dead all along" when he first mentions that people who died in the cave were cursed to live out their last moments forever. Obviously people where there closer to the surface for mining as recent as the 80s. I think he just means that section of cave.

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There's just some dark, suffocating presence in this cave.Īlso, when he says that no one's been down here for 1000s of years. It's what a lot of people think or feel around some of the so-called "most haunted places on earth". Part of the "scare" is in knowing there's something dark, evil, and unknownable out there - you can never touch it, but it HAS you. The initial exploration of a cult set me up to expect to find out more about that, rather than go through the cave's grizzly history. I never really expected there to be a final boss. Still, I played this to the end, and for me thats rare these days. I was maybe hoping the player character was just a blind ex-miner, that stole some top quality VR/scanning equipment from a tech firm to go have a wander down memory cave, hoping to find some evidence of corporate negligence and a cover up. Just that last five minutes of game really went off course, for me. The story up until you exit the lift really gave it atmosphere. I enjoyed the experience of exploration though, and the gameplay idea worked well. Perhaps the ending would have been better if the main story climax wasn't a sentence silently appearing in one corner of your screen, whilst you can still move your suddenly "dead" character around. However to suddenly just add the most overused ending since Bruce Willis found out he was dead in a certain film, just felt like they gave up on creativity in the last stretch of the game.

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Of course it has to end, and given the interactive limitations of basically "painting the landscape", it was unlikely to have a OTT gunfight sequence (such as in the mediocre Bioshock Infinite for example), and a showdown with an evil guy. Then when at the end the message in the corner indicates the player character is dead, I just lost interest in the game. but that'd probably be a hard sell to people who are by and large still asking "WHAT WAS THE MONSTER!?"

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I think it would've been a little more impactful to imply that the death was accidental, and instead, the "curse" would be simply coming to terms with never seeing your family again, but offset by the slow (and possibly positive) realization that you've grown to understand and embody the cave beyond all the silly myths and superstitions that had preceded it. When you pick up the scanner for a second time and see that your arms are now simply LIDAR spots, it's merely cementing that you and the "angry spirits" are one and the same: Cursed to spend eternity reliving your final regrets.įor this gamer, at least, I'm not happy with that approach. This is mentioned both in the narration, and on the map, where it gives specific dates for the mining memorials.Īlso, in the narration, he calmly explains that the "myth" of the cavern led people to believe that those interred within it would be forced to repeat end of their lives eternally, further solidified by the inexplicable angry spirits in the lake. The cave had power and a working elevator due to the mining company that had used it during the 1900's, up until the 1980's.











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