Layers of Fear Inheritance 2016 | Part 3 | Forgiveness | Ending | Full Game
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Layers of Fear Inheritance 2016 | Part 3 | Forgiveness | Ending | Full Game
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Layers of Fear is a psychological horror adventure game developed by Bloober Team and published by Aspyr. It was released on Linux, Microsoft Windows, macOS, PlayStation 4, and Xbox One worldwide in February 2016.
The player takes control of an artist who has returned to his studio. His initial goal is to complete his masterpiece, and the player's role is to figure out how this task should be accomplished. The challenge comes from puzzles which require the player to search the environment for visual clues. The house appears straightforward at first, but it changes around the player as they explore it in first person. These changes in the environment provide scaffolding for the puzzles and provide regular jump scares common to games of this genre.
The game is divided into six chapters with various items for the player to find in order to complete his work. The game is heavily dimmed, and there are objects that uncover certain aspects of the painter's history. While completing the painting, there is a letter that is slowly pieced together, which shows the origin of his masterpiece, and objects which explain the secret of the painter through dialogue flashbacks.
The Inheritance downloadable content add-on tells the story of the painter's daughter coming back to her childhood home to face her past after she left "The St. Martin de Porres Home for Problem Children". Exploring the destroyed home with a flashlight, she relives her experiences and witnesses the full scope of the tragedy that has swallowed the family.
During the course of these relived memories, there are different outcomes depending on the daughter's actions. These include deliberate choices, such as heading more often towards the mother or father's portrait while exploring, which will lead to remembered dialogue portraying them, respectively, in a more favorable light. Non-deliberate choices involve the daughter having to perform in-game tasks that often affect an interaction with the father. One example involves the daughter creating artwork: the daughter can either create childish drawings with crayons (earning harsh disapproval) or follow the father's suggestions (earning praise if done correctly). These outcomes can lead to the daughter either viewing the father as a harsh man who never wanted anything but a protegee or as a caring man who had trouble showing it.
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