

The issue is how these traits lock the player into one playstyle instead of adjusting based on how they play. They have more influence in Little Hope, but could still use some improvements. These hints could play into the character traits, an unusually confusing gameplay mechanic that sometimes seemingly has no influence on the outcome of a character. These conversations could hint at possible solutions to issues that appear later down in the storyline. Have exploration matter more by including more paths, not just to find items but maybe to unlock additional conversations with the characters. The player would only know this if they took their time to explore. What’s on the right? A kitchen! A kitchen has knives that players can use to defend themselves. When they’re running away from a monster, they can either hide under the bed or take a right turn. Maybe exploration gets the player familiar with a certain area, which later helps them with a decision. Essentially, the player is rewarded for going out of their way to find an item that might benefit them later down the line.Įxploration could use an improvement though.

Little Hope corrected this a bit by adding more opportunities to survive based on exploration. It feels as though a fair number of deaths are reliant more on QTEs (quick timed events) rather than choices made in the game. The Dark Pictures Anthology consists of standalone narrative horror games where the players’ choices affect the outcome of their characters. STORYLINE – Less Reaction, More Exploration, More Choices MOVEMENT – Loosen those frightened nerves 1.
