Delaware St. John Volume 2: The Town With No Name Review

Delaware St. John Volume 2: The Town With No Name

Delaware St., released about six months before that After John Volume 1: The Curse of the Midnight Manor, the second game in the series, The Town With no Name, was presented to adventure enthusiasts as the first gift of the new year. I’m sure those other than those who especially waited for him or heard him somewhere somehow first made sure that the name of the game was too long(did you?). Don’t be afraid, there’s nothing strange about you, because that’s how the game attracts the real attention at the forefront, and then you enter Delaware St. You can’t find a way out of John’s world.

The first Delaware hit the market, and the second just over a week ago. I don’t want to draw your attention to the fact that we will be together for eight more Delaware games in the coming time. While the first Delaware was under construction, BigTime Games announced that they would complete a ten-game series with a total of twenty different stories, adding that the hero we directed in the game was also the person at the center of the events. Midnight Manor showed us this in a different way, and it can be described as a delineation of the Delaware games, while in our second game the seeds of a total of 16 stories that will take place in the upcoming games of the series are slowly beginning to be discarded. Town With no Name enters the life of our hero with deep and hurtful information; it also uses this game as the basis to explain the reason for the powers it has along with new games to be released.

Whether you go or not, that village is your village Delaware

Point&click is an adventure game that we play from the point of view of the first person The Town with no Name. Delaware st, which also gave the game its name, is under our control. We have a psychic hero named John. Delaware, introduced to us with the first game, can communicate with ghosts using these powers bestowed on him; or rather, ghosts can appear to him thanks to these powers, so he can talk and interact with them. John, unaware of the abilities he had at first, could not understand and cared about the voices calling him that he heard in his dreams every night. When he realized that he couldn’t stand it, he went to Midnight Manor, which was the subject of the first game, where the ghosts constantly called him, and tried to interpret what was happening; he realized that the ghosts were becoming part of his life in the face of the landscapes he saw.

The second game takes place after the events of Midnight Manor, that is, when our hero now realizes what is what, trying to understand why ghosts appear to him. Our hero notices a self-drawn map of a town on the pages of an atlas that he finds editing books in the bookstore of his best friend Kelly, who he goes to to evaluate his free time. Kelly can’t see anything but the forest on the same page, and Delaware realizes that it has been called “again” and goes to work. And when he gets to where the map shows him, he encounters an abandoned town and empty streets. As in Midnight Manor, he must find the ghosts who call him here as soon as possible and uncover the causes of death for them to be comfortable, now Delaware. But he doesn’t know the friends he can’t see, but the enemies he can’t see.

The main purpose of the stories in the Delaware games is hidden in the ghosts ‘ desire to use our hero to uncover the cause of their death. So in the first game, in the second game, and in every Delaware game that comes next, a number of people die in secret, and they contact our hero because they want at least one person to know the cause of their death. After investigating the deaths of the Midnight Manor Hotel in the first game, our hero’s path falls this time to the unnamed town. In the game, there are again two different stories, and unlike Midnight Manor, the personalities in these two stories are much more related to each other.

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Psychic Psychic

The Town with no Name fills the eye with its structure, which highlights elements of fear, and it has many advantages to provide it. Ghosts, a main character who can communicate with them, an abandoned town, music that plays in a tense tone and shows you the feeling that you are alone, a dark atmosphere, and your inadequate flashlight in your hand. Here are all of them in Delaware St. John is dragging you out of your arm on his way to investigate the mystery of ghosts. The history of our town and the reasons why it doesn’t appear on the maps are told to you at some important points throughout the game by our assistant Kelly and Simon, an old friend of Delaware, whom we will meet for the first time. It’s a sign to us that all the hours we saw around the place stopped at 1:15. And when you investigate a little more, you realize that everyone in town is missing at exactly this time, because a car about to leave the garage and a tanker stuck transversely in the middle of the road prove all this. During the first story, you are presented with information about the town’s past, while as we move on to the second story, you discover the Legend of the Hunter and perhaps the orphanage of Delaware’s past, the lifeblood of the series.

In the first part, we must comfort the souls of two lovers who died in the town’s cinema, and in the second part, we must solve the mystery of four children who mysteriously died in the orphanage. The second of the stories in the game is more beautiful in every sense than the first. Our hero, who discovered the orphanage at the end of the first story, explores this place throughout the second story and remembers a lot of things from his past. In the first game, we find out what the Hunter is like, and more precisely, what it is, thanks to this orphanage. Because of this and many similar features, the town With no name is very, very important. If you couldn’t play Midnight Manor, the Town With no name is an important opportunity to start the series without losing its essence.

Ghosts are all over me

Our game uses the classic first person point&click interface; when we move the mouse pointer across the screen and click, we can rotate and move to that side. Everything from all the controls and menu navigation to the possibilities of using our tiny pocket PC(VIC) is no different from the first game. I don’t expect it to be any different in the other Delaware games that will be released in the coming times.

Along the bottom line of the screen, on the left is our inventory, in the middle is the key where we can view the main menu, and on the right are various functions of our pocket computer. With these functions, our Assistant can call Kelly and get her help with what we need to do at the time, take a picture of the place with the camera, and record ambient sounds with the recorder. As soon as you record sounds and take photos, Kelly immediately steps in and analyzes what you send and illuminates you with information that comes out of her research. Connect, the first of these three keys, can roughly be described as the help system in the game. As soon as you’re stuck, you’re either looking for Kelly, depending on the situation, or you’re talking to yourself and thinking about what you should do now. I think it makes the game even easier, because the game is already very easy.

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As a puzzle structure, unlike the variety in the first game, there is almost a single point focused here. You don’t come across things based on solving puzzles that use impossible combinations to open a door, or implausibly combining various items. At a few points, you may have to hunt for pixels to find small objects, which is nicely fitting into the case, since what you’re looking for is small things like coins. Apart from that, everything you’re looking for is almost completely in front of your eyes; in other words, the game tries to focus you on the town and what is happening, not comparing you to the difficult puzzles on the way to telling its story; it also successfully provides this.

The graphics of our game are perhaps the only thing that seems bad. As a matter of fact, it is not comparable to today’s games; but the graphics it has provide it with the atmosphere that the game wants to reflect is more than seventy. The transition effect between the screens gives the game more realistic gameplay than a slide show. Textures can be called successful, it can be stated that the placement of objects on the screen and space designs are sufficient. In the moments when we are used to playing the game on screen, the Hunter appears and moves to the camera, which makes you suddenly excited along with the sound and music. In terms of graphics, the only bad thing about the game is that the ghosts that appear and disappear in the first game are replaced by animators. At least the producers may have wanted to get the game into an interactive mood, but the lack of its drawings has sunk it a little. Instead, I think the ghosts that appeared and disappeared were successful in the first game, and it would be nice if they were here. It can be said that the use of animations in the follow-up scene at the end of the second story in the game requires the game to have a complete one; but this could only be an excuse and would be quite inadequate.

Everywhere I look, there’s a ghost.

The fact that the game can be finished in a short time is a big minus. It may also be that the producers want the player to leave it to taste and wonder about the continuation of the story, as we are finishing the second of another ten-part game. Based on this story, it looks like the next episodes will throw our hero in very interesting places. I want to point out that it’s a series worth waiting for; if you’re looking for a horror adventure game and you want it in a point&click structure, Delaware is not found in Indian fabric, but pure silk duvet cover (what?).

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