Touch writing and horror are not two genres that usually connect in playing games Dead Letter Dept. stand among his many independent horror peers. For a horror game it would be easy to include writing as a simple trick but in Dead Letter Dept.Writing forms the vast majority of playing. The non -participating game does a great job to build tension through atmosphere, sound design and moments that keep players constantly guessing.
Dead Letter Dept. He throws the players into the role of someone who is first alone and tries to break away from home to a big city. Interestingly, players can think of their own story and writing a letter to someone important to them from the beginning. Players may decide to be optimistic in their letter if they decide, but the reality is that it is not easy to get into a cold city without friends or family they can rely on. In order to survive, the playable figure ensures a part -time work as a data conversion operator and enters the text to a mail that does not understand the automated system. When the system does not know what to do, a picture of the mail to the player's terminal arrives to decrypt and entered. It is a sufficiently simple description of the work and one who believes what the players will end.
Dead Letter Dept. It does an incredible work of building tension before something ghostly happens. The gaming apartment, the main place where they spend time out of work, is dark and depressing, and at the same time blinding with eccentric neon light pouring out of windows and doors. The world feels cold and hard, without the human faces that they calm down, no one to talk to, and the main character who gets stuck between giving up his dreams or being imprisoned in a nightmare. There is minimal music in the game, but when used, it's pretty scary and reminded me of a little surrounding surroundings Silent Hill Compositions by Akira Yamaok.
Dead Letter Dept. Pushes anxiety without feeling cheap
Dead Letter Dept.Playing, except for walking to work and work, spins exclusively around using a computer terminal with Janky software. Players sit in an otherwise empty room, the back turned to a single door, with only a few windows looking at the dark rear aisle that it looks at, allowing the terrifying atmosphere of the game. Once the work starts, players are players, players are players, players are players, players have effectively glued to their seat and cannot leave or look until they finish their tasks, which would create a feeling of imprisonment. Most of the post office arrive with a highlighted yellow passage and shows players what they need to write. Theoretically, this is a simple task and resembles simple work in the real world. Sometimes the text is unreadable and must be skipped or guessed, while at other times what a type player does not seem much more meaningful than a simple CAPTCHA test. But it wasn't long before things began to feel. Letters are starting to make dark turns, with angry news, worrying descriptions of historical events, and momentary views of things that do not seem like a mail at all.
Writing Dead Letter Dept.
The idea of how to walk through the game may seem intimidating for some, but developers have done it quite well. Players can largely allow it to take them until they like to find out what's on the screen and enter the necessary information. In some rare cases, there are timed writing sections that need to be completed before the counter reaches 0. Players who don't write about it quickly don't have to worry too much about it. Dead Letter Dept. It monitors the player's writing speed and adjusts the amount of time provided by the player during these segments accordingly. Depending on how I wrote, I could only have a few minutes to finish work or over 10 if I went slowly in front of the timed sections. When I wrote at my natural speed, I found that I had to concentrate and not to toss during the timed parts, but it was completely manageable.
In addition, players are provided with several simple tools to facilitate addresses. Copying and insertion can be achieved using a pair of shortcuts and the automatic filling function can complete the partially entered address and format correctly. Players can freely use these shortcuts or enter everything manually, depending on their preference. The game also forgives the most part, either receiving mail despite a mistake, or recycles it in the queue so that the player can try again. It was said to be able to touch the type is an absolute necessity. Players trying to find keys or otherwise not write without looking at the keyboard can eventually miss what is happening on the screen.
The show must continue with the Dept of Letter
In terms of repeatability, Dead Letter Dept. He has a surprising offer. The basic story is always the same, but the game contains more endings that simply exceed victory or losing. Players can begin to recognize patterns and names when processing mail, and some interesting stories appear if someone pays sufficient attention. The game also has a way to recognize past players players, and although I will not spoil it here, it certainly increased the overall ghost.
However, those who usually rely on Save Scumming consider this game a little more difficult. By default, Dead Letter Dept. It has a very limiting way of saving, which is useful for narration and maintaining players in tension, but it could represent some minor problems depending on the available time and playing style of the player. Players are normally limited to one storage for playback and can only be accessed once. After the game is introduced and loaded, it will be deleted, which means that the player must complete his playback without stopping from this point or lost everything. Every game play took my experience under two hours, so it is enough time to consider to consider postponing playing the game. While some may consider it frustrating, I thought it was an excellent way to maintain high tension, because players could not just save and end whenever they were frightened to continue. However, there is a way to switch to multiple savings if the player prefers it.
All things are considering, Dead Letter Dept. It is an excellent horror game that resists expectations. It reminded me of the protagonist's situation Dark water The film found itself, and both stories were telling the story of a character that cannot block the feeling that there is something extremely bad in their new environment, but their problems are largely wool and give vague explanations to others if they just overdo it until too late .
Dead Letter Dept. It is a relatively short game that a player could potentially spend less than 10 hours playing to complete all ends, depending on how quickly they find out how to get them. Yet it brings a strong experience that deserves a place in the library of passionate independent horror fans. Players who last the fear that the game generates will find an interesting story that does not hold the player's hand and tell them what to do.
- Publisher (s)
-
The engine of faith
- Developers
-
The engine of faith
- Atmosphere and soundtrack inducting anxiety
- Great for fast typists but adapts to everyone
- More endings
- Touch writing is a necessity
- Some challenges may be difficult to find or read