![]() These choices are not presented as text choices as they were in the first game, but are instead available directly in the in-game interface. For example, upon entering a room, the player can choose between several actions, such as looking around the room, examining a wardrobe or examining a bodybag. ![]() The decision tree aspect which dominated the gameplay of the first game is largely absent in the sequel, where decision making is more focused on selecting something on-screen rather than the choice between rigid alternatives. Swiping to the left moves the player further behind the wall, swiping to the right makes the player peer around the corner. The player must get from behind the wall to the door on the right without being seen.
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