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In playing through the ten or so hours of Tormented Souls, I was most strongly reminded of the haunted house experience. It doesn’t even have the primitive philosophy of slasher films (the “have sex, get slain” moral righteousness of a Friday the 13th or Halloween, for example). It’s not particularly allegorical – any references that you might draw from the game to real-world events, people, or nightmares is purely your own read on it. This game isn’t making some great point about humanity. There’s nothing particularly intelligent about Tormented Souls. If you like your horror exquisite, then Tormented Souls is pretty bloody special. Again, I don’t mean that in a bad way (though the audience for the game is pretty limited because of it). It plays like a homage to Resident Evil and Silent Hill, but where Silent Hill was an elevated kind of pseudo-philosophical horror, and Resident Evil was B-trash fun, Tormented Souls is vicious and vile. This is a grimy, grindhouse, sadistic little horror game, and I mean that in the best possible way. Naughty.Īnyhow, that’s my one whine with Tormented Souls out of the way. I played most of Tormented Souls getting very lost, and that’s entirely because the text on the maps was so small they were functionally useless to me. However. If making sense of the map then means being able to read the room names (so you can figure out where you are based on the room you’re in), then perhaps playtest the game on a small screen. I actually appreciate the commitment to the “old school” there, and the lack of hand-holding. Developers if you’re going to give players a map, but not tell them where they are on the map, that in itself is fine.
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