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It Moves - Hit or Miss?

  • Casia
  • 03/07/2015 03:31 PM
  • 2256 views
Before starting this review, I must say that I had played many of SnowOwl's past games and thus had certain expectations when downloading It Moves. One of the biggest reasons for wanting to try out this game was that I considered it a kind of sequel to Miserere - not in terms of story, but the atmosphere and gameplay.

I was wrong.

But what does that mean? I'll dwell deeper into the game and explain what I liked and didn't like about It Moves.

Premise
A simple premise that is easy to leap into. The protagonist, a young boy, gets to sleep alone on the top of a bunk bed after his brother is given a room of his own. Nevermind the brother though, cause you won't even get the chance to glimpse him. He is mentioned briefly, but other than serving the premise, plays no role whatsoever. I don't have much of a problem with this personally, but I was certainly expecting to see him when starting the game.

Gameplay
The gameplay of It Moves is, if possible, even more simple and non-existent than that of SnowOwl's other games. The reason for this is clear: the game relies heavily on atmosphere. In fact, it rests on this aspect.

Although I don't mind simple gameplay, I found this aspect of the game somewhat of a let down. Not because the simplicity, but due to very little variety and freedom of choice. The game is entirely linear. There seem to be no branching paths, and quite little to explore. The areas you encounter are breathtaking, but the fact you cannot do anything but admire them kills it for me.

One thing I need to mention is that although there are not many jumpscares in this game, they are not entirely absent. One particularly nasty jumpscares occurs in one of the last dream sequences, when opening a door... you actually do get a warning of this beforehand via a sound that makes it clear something's gonna jump at you.

Also, that freaking creepypasta head... it doesn't really work as a jumpscare, it simply stares at you for almost the whole duration of the second dream. I honestly found it creepy, but also a bit bland. It could've been executed better.

Story
As I said before, the story is simple and straightforward. I don't want to spoil any plot details in this review, but I will say that I found the ending a bit... unsatisfying. This might be a problem of the source material (the game is based on a short story written by someone else) rather than the creator though, so I won't be too harsh on that.

Visuals
As usually with SnowOwl's games, it's the graphics that stand out and make the game shine. This game continues the tradition of dark, gritty, foreboding, and sometimes breathtakingly beautiful, visual scenes that keep the player amazed. There is a lot of resemblance to the graphics of Miserere, which was to be expected. The scenes are well thought out and terrific for creating particular emotions. Although most of the locations of the game are designed to be dark and frightening, there are a few places that are peaceful and relaxing to look at.

Audio
Once again, the music and sounds perfectly complement the graphics in order to manipulate emotions. There isn't much else to say about it - it simply works.

Overall
I played It Moves, expecting it be like Miserere in terms of exploration, atmosphere, and wonderful graphics. I feel like only the latter two were well-executed, leaving the potential for exploration lacking. As the game is meant to tell a linear story, this makes some sense, but I feel like more freedom could've been incorporated into the game. There is no motivation to replay this game, which I find disappointing. More branching paths, more surprises and more references in the dream world to foreshadow future happenings would bring some replay value into the game. These factors were what made Miserere so great, and they could do it for It Moves as well.

Pros
- Fantastic graphics
- Perfect audio that complement the visuals
- Horror aspect greatly executed - even without jumpscares
- Quite an engaging story

Cons
- Story is entirely linear
- Lack of freedom to explore
- Somewhat unsatisfying ending

Even with all my criticism, I sincerely recommend this game to anyone who likes horror games. There are only a few jumpscares and barely any gore (excluding some obviously "hand-drawn" looking stuff), making it suitable for even the more "lightweight" horror player. Prepare yourself for intense suspense though, cause there is plenty of that.

Posts

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CashmereCat
Self-proclaimed Puzzle Snob
11638
Well-written review, Casia. I've never played Miserere, but personally I didn't find the linearity all that off-putting. Maybe if I play it, then I'll realize what I was missing out on.
It's weird how people seem to be expecting this game to be Miserere nr. 2, since I have to my knowledge never mentioned the two games being anything like each other.
I should have taken some cues from Miserere though, and made the game have more freedom. Even "fake" freedom seem to be enough to satisfy most people. For example, branching paths that basically does nothing but give you a tiny bit of backstory or some small event. Something to remember for the future I guess.

About gameplay: I don't really like making gameplay stuff... Maybe I should get someone to make it with me for future games. Like calunio, who is forcing me to add gameplay to our game T_T

Sidenote about cons: Aren't like 99% of games stories linear? I guess it IS technically a con, though.
The linearity issue is a matter of personal taste, to a large extent. What I mainly meant was that the game is a story with a beginning, middle and an end that repeats itself with every playthrough. Many RPGs have this, but I guess they get away with it because 1) they're longer so they have more material and replaying them becomes more appealing and 2) they usually include possible side quests and, even if not, you are often allowed some power over how to construct your party, equipment, skills etc.

To be honest, it's not that big of a deal in this game though, cause It Moves was never meant to be an open exploration game. I'm sure it was meant, from the start, to tell the short story on which it was based. It's true that even "fake freedom" will satisfy most players (I'll admit it would probably work on me), but it's not absolutely necessary for this kind of game. I prefer freedom, but I enjoyed this game even without it. It's really good at what it was meant to do - introducing an extremely atmospheric retelling of a short horror story.

My point being that I've criticized it, sure, but at the end of the day I really enjoyed the experience of this game.
CashmereCat
Self-proclaimed Puzzle Snob
11638
To be fair, this game is very linear. And for someone to think that it'd be like Miserere isn't a sin. She didn't deduct points for it not being like Miserere, she deductd points for what she perceived to be linear, slightly more boring gameplay than that other game, which is a fair comparison to make, considering both games are made by the same developer. Reviewers make comparisons to other games all the time, especially those by the same developer to track that person's evolution.

A lot of game stories are not linear, what you described with the branching back story idea was not fake freedom, that was literally a choice that led to an event happening.
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