review: Outcry
Verdict
Wasting its fascinating premise with overblown pretension, Outcry is beautiful to look at and listen to, but only for fans of puzzle-driven games. Outcry uses a standard first-person, point-and-click interface to explore the panoramic locations, with a full 360-degree rotation in each individual node. As usual, the mouse cursor changes over hotspots to indicate movement directions or the opportunity to interact with the environment. However, even when such possibilities are displayed, sometimes clicking will result in nothing. This can mean that an object is required (fair enough) or that there is still a prerequisite action to perform. Given that the character doesn’t say a word and that the game will give you no hint on how to proceed in these cases, this design choice is highly questionable because it often leaves the player disoriented and forced to double-check every location and every possible combination. Moreover, some necessary objects and documents are often hidden in the most dark corners of the screens, or placed at the very highest or lowest limit of player’s viewing angles, thus resulting in painstaking pixel-hunting. The murky graphics don’t help, either. Every screen has an opaque, grainy look similar to the damaged film of old movies from the ’20s, with a ubiquitous use of a wide-length lens, which distorts the borders of the screen. Add to this that the light is always dim – as the name Sublustrum clearly indicates – and sometimes even intermittent, with sudden increases and decreases of luminous intensity, and it becomes even easier to miss vital objects.
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