Hello there.
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These were my observations while playing. Please understand that I am approaching this as a long-time visually impaired gamer who sees just enough to play mainstream games. I'm also a voice actor, writer, sound designer and composer, for what that's worth. I hope you find my comments helpful. If any of my talents would be of use to you, I'd be happy to help out. Or if you have any questions or would like clarification on anything I say, please let me know.
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Minimal, creepy and atmospheric title theme with some nice added sound design. Immediately draws you in. I didn't realize that there were narrated menus until I tried to move.
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I found it weird that the tutorial had writing which was not announced.
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It would be nice to have some speech options to speed up the narration.
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Nice piece of music Thomas has to turn off. I almost didn't want to.
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None of the titles are announced, nor are the tutorial messages such as "follow the music"; ironic considering it's an audio game. You could easily allow for narration of these to be toggled on and off to cater to sighted and visually impaired gamers.
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It is really strange to have some visuals in some areas and no visuals in others. This was constantly distracting me.
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You have got some nice sound design and music. Very cinematic. Some good stereo separation. It is really hard to know what has actually happened during the transition from The ... alternate world? One second Thomas and friends are talking, the next, totally different. No real commentary by Thomas as to what the heck just happened. now everything's creepy and something's after me. Thomas? He's just fine with that.
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aaaand while while writing this I totally died. Which leads me to One huge glaring problem: I really do not like how every time I pause (escape) it takes me to the main menu, and continuing restarts the location. Sometimes you just have to stop for a moment. Please let me continue after pausing.
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Some nice creepy sound design here for the monster
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It is a little difficult to find your way around. There are good atmospheric sounds, but the audio queues of where to go are sparse. I know not to walk into the electrical wires (because I did and it was bad), but beyond that, it took me some time to work out what to do. I found an interaction spot, activated it but was not sure what it did.
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I really appreciate how your main character Thomas actually has a voice. SO often you are put into the shoes of a silent protagonist. This is refreshing, and I really appreciate his observations during the moments when he remembers to make them.
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It would be nice to have the sounds a little more spacial. Often they do not appear in the distance. The electrical wires for instance disappear after you get a few feet away. It would be nice to have them just seem farther and farther away. It would be more realistic and would help with navigating.
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It would be nice to hold forward in order to keep walking rather than having to keep pressing it each
$1 actually took me a moment to realize this isn't 360 degree movement, but on a grid of cardinal directions. Once I realized that it got easier to navigate, but it was still a little awkward.
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I really appreciate how the subtitles contain the name of who is speaking. That does not happen in games and other media enough.
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Really nice sound design with the guards after going through the portal. Very sinister. There were moments where the voice acting was a bit more believable.
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I thought I was supposed to be following the guard, but then there was a cat, I interacted with it, and ... something happened. Now I am being chased. I would actually love to see a bit more narration from Thomas, both for atmosphere and as a means of understanding what is happening a bit more. Also. Thomas is still just super calm about the whole thing. No surprise at all for suddenly being in a creepy location, and then back in time ... with easily provoked German soldiers. Just another normal day for our friend Thomas?
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It seems like the sounds do not really move with Thomas's movement. Following the cat, I noticed while I could hear which direction it was coming, turning that way wouldn't turn the sounds. It was disorienting because I was never sure if I turned too much.
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I have little idea what is actually happening in the story. These seem like a set of disconnected story beats loosely held together. Certainly interesting and atmospheric, but hard to follow.
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I Did really like the transition music during the (unvoiced) Part II title.
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I really got lost during the storm. A Lot of good sounds, but it was hard to get a sense of where to go. Didn't help that "follow the music" also was just visually there. Also what music? I didn't even hear any music for a while after that. I did however like the little bits of commentary from Thomas during this section.
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That damn cat. I try to follow it but there are always walls in my way. I did fall through the floor. There's a lot of trial and error in this section. I did eventually get it, but it was rough going.
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The bricks ... I finally heard the music I was supposed to be following.
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I will say I appreciate the character's breathing and how it changes dynamically with the situation. The voice acting is really uneven, but this was a nice touch.
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Thomas you idiot take the hammer with you! You're being chased by soldiers and a very unpleasant creature. This isn't a combat game, but that's just horror movie stupidity on his part.
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I will say the demo's ending wasn't much of a cliffhanger. It just sort of ... ended.
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All in all I appreciate a game like this. Something a little more narrative driven. Not many of those as far as audio games are concerned. I do find the voice acting really rough, though I really did appreciate the authentic accents of its characters. I also think with a little more work, the voice acting could be improved. With a little more narration and clarity about what the heck's happening here, you'd have a haunting narrative experience. Good sound design, good music. interesting, if unclear setting.