Welcome to hanwell game plot1/2/2024 ![]() Unfortunately the only notable piece of music in the game was the title screen with its soft opening melody before you start the game, but this is actually beneficial to a horror game. I can’t recall a single time I was hit with a jump scare that was just a loud noise and something inconsequential happening in game, they only happened when you were in genuine danger to ramp up the fear in game. The trick though is not to make the sound effects the scare, and visage pulls this off really well. The sound design for Visage is polished and crisp, with great voice acting provided for all the characters that carry weight and emotion to it, along with some truly jarring sound effects in the right place. All of these gameplay choices come together to form something truly special in Visage, with a good series of peaks and troughs to keep you guessing the whole way through. It’s the perfect blend of recognizable locales and impossible terrain, something that feels like you’re completely trapped but somewhere you’ve already been. The real joy of Visage comes from the sections where reality bends doors opening into impossible areas like a child’s playground or a sudden hospital ward instead of the basement, seemingly normal objects turning into portals with impossible geometries, there’s even one section that was almost straight out of an M. It’s all up to your judgement, but god help you if you get it wrong. Sometimes you need to hide, sometimes you run, sometimes you need to confront them. Outside of your objectives the ghosts will appear sometimes in set areas, or sometimes an indicator like flashing lights or a creepy laugh will let you know they’re coming right now, you need to get ready. This is great for a horror game where your brain is often in constant fight of flight monkey mode, so what you’d do with an object in real life translating into the game is perfect for the state of mind you’ll be in during play. ![]() The puzzles are often very outright logical, to the point where conventional ‘gaming’ logic wont help you much. Most of the time success relies on you finding a key item that you use to navigate this twisted house, leading you to a revelation about the ghost that lets you complete that chapter. When your sanity gets too low, the chapters ghost will outright kill you, meaning you can go from 0-100 real damn fast, so you need to always be vigilant for creepy shit.Įach time you begin a chapter the house will seemingly morph around you, new items will appear and some areas and doors will become outright inaccessible to you until you complete the chapter. Each of these, when witnessed, will further reduce your sanity, so the problem can quickly sky rocket if you aren’t quick to restore your mental health by staring into a bulb like a mothman. If your sanity drops low then spooky shit starts to happen, such as lights breaking, radios and TV’s randomly turning on, doors slamming, etc. On top of this is a sanity system, which see’s you losing your sanity in the dark and regain it in the light. Solve puzzles by investigating the house and deciphering the cryptic intent of the ghosts and their stories, along with good ol fashioned ‘insert the round block into the round hole’ item finding/fetching. The gameplay of visage is fairly simply on the surface. Overall the story is as gruesome as the horrors you experience in game which when you consider some of the horrors you’ll see as you go through, is no easy feat to match. Whole picture is disjointed, something that you slowly piece together that gets you interested in the stories of the ghosts chasing you, not your own involvement in it (until towards the end) One chapter see’s you visiting a mental hospital, whilst another deals with a little girls ‘imaginary friend’, and each of the stories unravels as you solve clues. The stories of each chapter are brutal and raw, showing you an uncomfortable reality that you now relive in a twisted way. It wont take long before you start to realise you might be connected to these family members differently to what you think, but you’ll have to find that out for yourself. Each chapter tells the tragic backstory of the family member hunting you down. ![]() The game is broken into three chapters, each of which will see you walking around a heavily altered version of the house featuring portals and space time bending, all the while trying to avoid the family member of that chapter hunting you down and killing you. You wake up in a strange house, with no other people or indication of what’s going on, and I suppose you’ll start wondering around then. One by one, you shoot the wife and two children in the head, before blowing your own brains out. The game opens up with a graphic cutscene, showing a family tied to chairs in a basement and a man, presumably the player character, loading a revolver.
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