what fame does to a mf | Left Behind (DEMO)
blessed flashlight mechanics
REVIEW
__________________________________
Another day, another Unity horror game. No surprise here as Unity excels at being a medium for all types of genres and respective approaches to said genres. From what I've seen with the demo for Left Behind, the potential is there.
The storyline is teased through a traditional formula although the foundation is rather interesting as it's not a usual motivation. The protagonist Lucas wants to maintain his notoriety after gaining glory through association with a mysterious house located in a forest and seeks to find it to prove his worth. However, it seems the house has an infamous history as there is more to it than meets the eye. The true nature of the elusive structure and the supernatural phenomenon that surrounds it will be fleshed out in the full game once it releases.
Gameplay amounts to simple movement and interaction with the environment. What makes up for this is the immersive atmosphere as the graphically enhanced forest setting builds up strong sensations. During the day, it seems tranquil and peaceful and at night, becomes dreadful and ominous. Once Lucas awakens from the tent, uncertainty is established effectively by limited visibility, growing foreboding ambience and a sinister force that makes itself known once the house appears.
I don't often play indie games that are high on graphics but when done right, definitely helps develop the experience further. Making a game appear more realistic has a different effect for me regarding the horror genre compared to more rudimentary perspectives like pixelation or anything that seems "aged". Horror can leave a mark regardless of graphical prowess so long as the execution is done right, the visual enjoyment is just the icing on the cake. Games like Left Behind remind us of how powerful the Unity engine can be if people go the extra mile.
As mentioned in the video, I'm really glad this game portrayed the flashlight correctly as I've come across a fair amount of games that misuse how the beam works and it's a bit bothersome. Considering many games take place in the dark, you'd think the lighting wouldn't be so flip-floppy between developers; nevertheless, this is how it goes apparently. Thank you for getting this right SolitaryStudios.
I'm hopeful for what this game brings to the table. Left Behind may advertise a simple plot but how the horror is implemented makes it quite appealing. The methods to horror may be familiar and done many times over yet it never really bores me; so long as it's enjoyable which left Behind was, I'm satisfied.