![]() ![]() It’s appropriate that vision plays such a large role in the gameplay mechanics, since this is primarily an adventure about exploring hidden places. So, whenever the player flees enemies - a frequent occurrence - it’s impossible to tell how much of a lead has been established, or even if the enemy’s still chasing at all. In a nice touch, the devs have locked the vision cone in the direction the character is moving when he’s sprinting. This visual trick has concrete effects as well - players will frequently hear enemies clomping after them through the brush, but the only way to find them is to spin around in place and search for features that change as the hero’s eyes sweep over them. Turn to look at it, and it transforms into a writhing mass of poisonous mushrooms, rotting corpses, and scurrying insects. Look away from the house, and it appears to be a run-down wreck. What makes this visual so interesting is that while the rest of the world remains present outside that cone, it has no fine details. The problem? The key to that door is located somewhere deep in the titular forest, and it’s a dangerous area full of ravening beasts, insane mutants, and untrustworthy survivors, each with their own agendas.Īs a top-down survival ordeal, Darkwood gets most of its mileage by withholding information from the player - they can only see within a cone of vision in front of them. Set in an area destroyed by some largely-unexplained cataclysm, it puts players in the role of a coat-wearing survivor hoping to escape via a tunnel hidden under a destroyed house. With its muted palette and gruesome imagery, Darkwood is an experience comfortable wallowing in bleakness and nihilism. LOW Dogs are too good at knocking down my barricaded doors. HIGH Getting my hands on an axe, at long last. ![]()
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