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I always find the “number of hours” argument a bit strange, as if a game can only be considered worth picking up if its over x hours long. A friend watched me play through all five hours or so, and with the lights off and the surround sound on he agreed it was just like watching a scary movie. Personally I have no problems with this type of game and it also makes a great passive viewing experience. There are secrets to discover and a rich back story, but the game is essentially one long haunted house ride, an extended version of the dream sequences found in 80s horror movies. It will only last a few seconds before the ceiling fan spins off and whizzes past like a giant throwing star, but at least there are a few moments of serene beauty amidst the horror of discovering what a twisted and depraved character you are playing. That said, even the most horrific of paintings can contain wonder and the same can be said for Layers of Fear, amidst the screaming dolls and warping corridors there moments of calm beauty.Ī piano will play a gentle tune somewhere in the mansion, or perhaps gravity fails, causing hundreds of chequerboard pieces to float in to the air, allowing you to gently push them around like a sparkling zero G waterfall. As you fall deeper into madness you can uncover the truth about your character and his deeds, none of which are pleasant. Whilst there is the odd ghost to be found and an awful lot of things banging on doors and prowling outside windows, the real monster of game is you.
Layers of fear 2 clock puzzle series#
There are also P.T.-like sections where the same corridor will repeat time and again, or conversely where you’re presented with a long series of corridors that never repeat, despite the fact that you’ve turned right twenty times and have been walking round in circles. For example, you could walk in to a square room with no doors whatsoever, turn around and discover the door has simply vanished, and whilst you are lookig behind you, the game replaces the previously blank walls with something terrifying, so you jump when you spin back. It’s immensely impressive how the geometry of the levels change. Rooms can change in a blink of an eye, and turning around and walking back through a door you just entered through will often lead to complete different room. Whilst the tropes are out in force, the game’s master stroke is in how the mansion warps around you. Every box is ticked, and you’ll encounter rocking chairs moving by themselves, creepy dolls, doors slamming behind you, ghostly apparitions, musical boxes, wheelchairs, balls bouncing down stairs, books flying off shelves and more. Use the curved line to easily match them all up, then return to the original area with the workers.The game includes every scary movie cliché you can imagine at some point or other. Turn the two discs, inner and outer, until they all match. There are multiple wheels you can turn using three switches - two switches move the disc clockwise / counter-clockwise, and the lever toggles which disc you’re turning. Gears Puzzle: When you first enter the strange area themed after Metropolis, you’ll climb down into a room with a large circular disc. Turn it around to find the randomly generated code.
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A mannequin is on a table and freaks out - opposite the table is a chalk board.
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To find the code, enter the room to the left ahead. You’ll find it on a hallway door, past the compass you pick up.
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Lock Puzzle #2 (Optional): This optional lock leads to the next poster collectible. Finally, go to the key slide - a key will appear on a small table to the left of the door itself. Wait for it to appear, then go to the door slide. To solve it, first go to the slide with the door frame. Projector Puzzle #2: This projector puzzle is a little trickier. The pipes will break and shoot steam out - dodge the steam until the monster goes away. Lower Decks Attack: When the monster arrives in the lower decks, quickly run into the open doorway on your right and seal the door.
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