Lazaret

Lazaret

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droaan Oct 5, 2022 @ 4:23pm
screwdriver %
22 minutes.
Even running is too slow.
Not in the mood to go back and forth through this ship, fetching items that somehow solve puzzles.
What possibly made the anchor scale puzzle unlock that door? I get that most games, like Resident Evil, hardly have sensible puzzles. This game seems to be going for a realistic approach though, so I don't know why we weren't just trying to find... a key. Something less ridiculous than that.
Atmosphere seems alright. I didn't find the game scary, and ruined a few of the 'scare' moments by just walking straight through them. Example being the shadow in the hallway. I think you're supposed to stand there in fear until the lights flash and he disappears, but I just walked right through the dude and turned around as the flickering happened.

This game could be alright, but I think I'm personally tired of the 'hide in locker' style games, and when running feels like a stealth crawl, I gotta view it as padding. This is probably going to be a 3 hour games that takes 5 because the walk/run speed.

I think a lot of people will find it scary, and maybe even enjoy it. I'm just like... so who set the briefcase code to be the time the clock stopped at, and then locked a screwdriver inside of it AND drew a big hint and left it right next to said briefcase. Also, why lock away a screwdriver and what are the odds it becomes the item we need to progress?

Screwdriver%. I was done at that point.
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Showing 1-4 of 4 comments
Kaya Jean Oct 8, 2022 @ 6:04am 
I think I liked this a lot more than you, but I also quit at the screwdriver point. I did the same thing with the guy standing in the hallway too lol. I stood there waiting for something to happen and when nothing did I was like "oh well I guess I'll go say hi lol"
droaan Oct 8, 2022 @ 7:45pm 
Originally posted by Kaya Jean:
I think I liked this a lot more than you, but I also quit at the screwdriver point. I did the same thing with the guy standing in the hallway too lol. I stood there waiting for something to happen and when nothing did I was like "oh well I guess I'll go say hi lol"

It's not that I didn't like it, it's that I didn't like some design choices. Atmosphere was good, but the realism did not mesh with the nonsense puzzles. Walk/Run speed was terrible. Back and forth felt like padding. etc, etc.
It felt like a game with potential that just wanted to irritate me. I also just didn't find it scary whatsoever. But I wasted my childhood on Silent Hill so my horror nerves are hardened.
Wait until the end of the game where

You solve a series of puzzles that inexplicably opens a drawer with a key to open a door that has a puzzle to get a key inside a drawer and also a nameplate for part of a puzzle that also inexplicably opens a shelf with a key in it

I did enjoy the whole game though, that aside.

EDIT: also regarding 'locker stealth' I think I never had to actually use one bar the mandatory one. The only thing that chases you moves slowly by design, and the rest won't even chase unless you get close enough and deliberately touch them or turn around. They're there, but absolutely not needed or even used imo
Last edited by Ћ Abomination Jones; Feb 21 @ 12:23am
I think a few of the notes make reference to their security officer being a fan of elaborate and theatrical locking systems - which is a very very thin excuse for why these contraptions would be present in an otherwise "realistic" game. Honestly, I just went in and had fun with it - considering it more of a Haunted Attraction on my computer than a challenging narrative game.
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