Looking for that next beat-em-up to play? Here's our review of Street Fighter 6.This is an effective way to keep that visceral sense of fear alive in your subsequent playthroughs, as you can never get too comfortable with everything found within the bunker's confines. This doesn't have a massive effect on the core of how you'll play The Bunker, but it does remix the locations of resources, locker codes, and some key items. This can feel like a punishment for taking too long, adding a level of tension and stress that feels very at home for a survival horror - and one that very few games can replicate as effectively.Īnother way that Frictional shook up the formula, is the addition of randomisation that changes with every run of the game. Due to the focus on resource management, though, you can entirely run out of fuel before finishing the game, forcing you to complete whatever objectives are left totally in the dark. If you don't make it back to the safe room before the lights go out, The Bunker's difficulty ramps up massively, and you'll be forced to use all your survival skills to avoid the monster in the pitch black. Your safe room has a generator that can be kept running with fuel found around the bunker, helping to keep the lights on, which stops the monster from coming out (unless you make too much noise). Perhaps the most hardcore design decision here, and something I can see being contentious for some people, is the generator and lighting system. ![]() This caused me to be very particular and plan my travel routes, with some of the most terrifying moments coming from me having to adapt on the fly as my plan went sideways. A limited inventory space also forces you to be careful about what you decide to take out on runs - and what resources to bring back with you. Your only safety comes in the form of a safe room found at the centre of the bunker, where you can save manually. The original Resident Evil makes a clear mark on the design of The Bunker too.
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