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Good but could use work.

  • batty
  • 11/21/2014 08:03 AM
  • 1601 views
I'm the type of person who loves to be scared despite the fact I don't handle my horror very well. I peek between my fingers during movies, I cower in front of books, and video games? Don't get me started. That being said, anything relying heavily on atmosphere alone to scare the player is almost certainly doomed to fail. Parts of the game work to make the player nervous and anticipating what's to come but after the second nightmare it's predictable, you get used to it, and the fact that you know that these are nightmares and don't affect the story in any way kind of makes your actions feel pointless. There's so much build up throughout the game but the pay off feels weak and underwhelming considering what the game play and narrative itself have promised you, and adapting a story into a video game format is difficult but doable provided the source material has something worth being adapted.

Plot
I haven't read the story this game is based off of and after playing the game through I don't think I will. It's basically a trope on it's own at this point: child has nightmares caused by the supernatural, the boogeyman is trying to kidnap the child in their sleep, etc. It works when you can relate to the victim of the story but when you hear the story over and over again you just stop buying it, you've heard it too many times. If there was something new added to the story that made it more terrifying, such as the boogeyman being the child's created coping mechanism for being abused, I would be very impressed but all the characters are one dimensional and never given a chance to be fleshed out. That's not to say that the story is boring, it's actually pretty engaging given that there's so much story and so little action, but it's difficult to suspend disbelief if you can't relate to the victim, and we learn so little about the victim it's almost impossible to get attached. I understand that this isn't the fault of the game developer but the story itself, however in an adaptation it's expected of you to take creative liberties with the characters and there doesn't appear to be any.

Game Play
The atmosphere is chilling, foreboding, and very easy to get used to. Being constantly subjected to the same atmosphere over and over with little to no break just makes it easier for the player to get over their fears and start to anticipate what's to come. Every nightmare starts to feel the same too, despite all of them being vastly different: you, the child, go to sleep. You follow the routes from point a to point b, sometimes there are puzzles, and in the end you wake up. It feels formulaic and less daunting the further into the game you get, and that's really surprising since in horror games shouldn't it be the opposite? By the time you get to the supposedly "most terrifying night" you're vaguely surprised at best and really only playing for the story and not the scares. In a horror game that should never happen.

There are a few things that work, such as the nightmare held in the school and the labyrinth (atmosphere utilized very well with a couple of surprises that actually startled me) and there are a few things that didn't, like the nightmare held inside of what appears to be a structure made entirely of flesh in a white sterilized room (quirky, but scary? Not even remotely.) and spending extended periods of time cut from the game play to look at disembodied heads. They're very creepy but would be more effective if shown less. Plus given that this story has been adapted for a game there definitely should have been more action during the nightmares. A couple of puzzles in the beginning isn't enough to satisfy a player's need to be rewarded for their efforts. To make the constant sleep, a-b, die formula more interesting there could have been more puzzles, or a riddle that needed to be solved for the disembodied head and if you solved it you could advance into more of the nightmare and if you didn't you were eaten, or even a chase scene would have made the nightmares feel more like nightmares and make player immersion into the game much more possible. Another thing to make the atmosphere work to it's intended purpose could be to allow the player to continue controlling the child throughout his day, see how the nightmares are affecting his relationships with his friends and family, show how hard it is on him instead of telling the player how hard it is. That would make going back into a nightmare more engaging to the player and force them to actually care about what this kid is going through.

Overall
Despite how harshly I've critiqued this game, I did enjoy it. It's very flawed and there's room for improvement but it's an intriguing story. You want to know what the monster torturing this child night after night looks like, you want to know why it's so obsessed with this particular kid given that there are 3 other people in the house. The dark atmosphere of the game as a whole really works well with the maps that are more difficult to see as it creates a chilling fear of the unknown and an anticipation of things to come, but the brighter maps are beautiful and having the player face the reality that this is still a nightmare is bizarre but interesting. It's definitely worth at least one play through and I hope the developer will take some of my criticisms to heart in future games.

Posts

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I'd love to improve it so that every single person in the world loves my game, but what you say is bad about the game is what most other people think is good about the game.
You want more puzzles, others want less puzzles. You think the atmosphere isn't anything special, most other people think it's superb. You want chase scenes, other people hate chase scenes. You think the plot is crap, most other people think it's good.
I'm not saying that you're wrong, it's just a matter of personal taste I'm afraid. I'll admit there are some parts that I could improve and maybe redo, for example the flesh corridor could be something more original. Maybe sometime.
CashmereCat
Self-proclaimed Puzzle Snob
11638
So you're saying that adding extra story nodes that describe the boy's past would be an improvement? That's a valid criticism. I'm guessing it felt much like a pointless series of dreams to you.

That being said, anything relying heavily on atmosphere alone to scare the player is almost certainly doomed to fail.


I disagree with sentiment. There's been tons of horrors that succeed on the basis of (pretty much) atmosphere alone. A horror doesn't need to have an awesome story (although that helps). Sometimes good atmosphere can scare you. I liked the fact that this game didn't have that many jump scares but it still was creepy.

Parts of the game work to make the player nervous and anticipating what's to come but after the second nightmare it's predictable, you get used to it, and the fact that you know that these are nightmares and don't affect the story in any way kind of makes your actions feel pointless.


You probably felt that the nightmares were not connected to the real world that much? I think the idea of the dreams was that they would reflect the real world of the boy, so you didn't have to show scenes where the boy was at school or around home, because those were reflected in the dreams. Along with perhaps the boy's fear of losing his dad, e.g. in the ocean scene.

It's basically a trope on it's own at this point: child has nightmares caused by the supernatural, the boogeyman is trying to kidnap the child in their sleep, etc.


I thought that playing this trope straight is what made It Moves different. I don't think many games just focus solely on the dreams of a little boy, they usually incorporate dream sequences as part of the larger game, rather than the bulk of the game itself. Setting most of the gameplay within the dreams of the boy himself I thought was an original concept.

If there was something new added to the story that made it more terrifying, such as the boogeyman being the child's created coping mechanism for being abused, I would be very impressed but all the characters are one dimensional and never given a chance to be fleshed out.


I thought that would have been hard to balance without lacking taste, or even becoming offensive. Too often to developers chuck in a token "horrifying reason" for the horror, such as abuse or rape or some other taboo subject such as murder, without having the simply terrifying and perhaps even relatable prospect of having bad dreams whilst being just a normal kid that anyone can identify with. I felt like the fact that the game felt like the developer was talking about himself made it even more scary and real.

Being constantly subjected to the same atmosphere over and over with little to no break just makes it easier for the player to get over their fears and start to anticipate what's to come.


I really like this critique and I think it's a valid one. If you're constantly subjected to all kinds of horrors, then you feel like you get numb to it by the end of it, and suspense doesn't build. I personally didn't feel that way but I can totally feel how someone would.

By the time you get to the supposedly "most terrifying night" you're vaguely surprised at best and really only playing for the story and not the scares. In a horror game that should never happen.


Well I think you've stated this wrong, because I don't think you should play a horror game just for the scares. Too often do modern players play horror games for a quick shot of adrenaline rather than a slow burning sense of dread and disturbance. I think it's just because of the rise of the jump scare that people have forgotten what real horror is. But if you're saying that you felt like you weren't scared or even on edge when exploring any more, and that you were just rushing through to get to the end instead of feeling creeped out or disturbed, then that would have been a very good point to make. I think it's just choice of words here.

~~~

So overall I think you had a legit criticism in that you thought:

1) Not enough background story or flavour text to make you care about the characters
2) Atmosphere is too repetitive and doesn't always hit the notes that would be for max effect
3) Not enough puzzles/chase scenes to make the player feel more involved

I think I agree with all points to some extent but felt like the game would have been a different type of game if these were implemented. For those who are looking for scary dreams to explore around in, this would be the game for them.

Feel free to reply so we can discuss these topics, because I'm really interested in hearing about your opinion.
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