MADiSON (I'm not saying it like that) isn't a P.T. clone, but it surely has P.T.SD like all first-person horror after 2014. It's not a drawer-opening or a sitting-behind-a-cupboard simulator either, there's plenty of meaningful interaction. Like finding and using items, taking photos, key-hunting and code-cracking, sometimes cleverly presented. You can carry 10 items on you and keep the rest in a safe. Without ever having to backtrack that far, what's the point? To channel the inventory horror from Resident Evil in the form of a minor inconvenience, I guess. But Madison channels Rezzy successfully in the puzzle department. Most puzzles are challenging, albeit, this game can feel directionless now and again. Take ~2 hours of aimless wandering off my playtime. Once, I spent an hour trying to solve an unsolvable padlock. However, the silly predicament should tell you more about my tragic comprehension problems than anything. Turns out, I had to take a photo of a chair (they fly now!) to move on, it just didn't occur to me. The camera is a trigger for most events, so take a photo when you're unsure what to do. Naturally, I kept forgetting that lesson. Back to the start. Looking at the mug on the cover, it seems like Madison is yet another campy monster-of-the-week story. Maybe it is! Only it has class. And for a price as absurd even at a discount - it must. Starting from the main menu, you get immediately soaked in the atmosphere of a quiet house. Marooned but not yet dead, the lofty beast is still ticking, blinking, and humming. The lights are on, it's almost vanilla. But you know it doesn't take much to turn your lived-in home into a death trap in your mind. Just one creak coming from a place where nothing should be. Familiar bathrooms and corridors would feel non-threatening under normal circumstances. But these are anything but normal. The game begins with your dad banging on your door, crying out terrible things. It's dark and it rains. You escape the room, back to the eerie silence. The house isn't even that dilapidated, only unkempt. But the black void behind its windows and especially the decorative plates on the walls made me feel uncomfortable. What kind of alien monsters even resort to such madness? I'll tell you what true madness is - that running speed. Red Doors Very dream-like, presumably so that the crooked old people on the pictures could take a good look at your sorry ass. Surrounded by their bloody plates in a grim triumph, they appeared to be angry at me. Or rather at Luca, our whiny protagonist. He knows who they are, but appears to be in some kind of denial. Family matters. What could've happened that made him fear his own relatives? Money? Drugs? Mass-murder? Yes. Madison Hale, 43 years old, killed her own family during a witchcraft ceremony. Don't ask me how are these Blair Witch antics relevant! This is the first solid piece of information you get. All I can say is that some of Luca's family members were obsessed with contacting the dead and with that case, in particular, judging by all the unsettling writings, recordings, and paper clippings. Everything will be communicated in due time, I'll leave it to the game... Okay, it's about demonic possession, which implies liminal dimension-jumping and hallucinations. I only tell you this because it was a major selling point for me. Who doesn't enjoy Blair Witch and making virgins cry? Or a menacing red door in the basement, swarming with glistening roaches? That's not something we like to see, and that's why it's good horror. Madison looks good and at that it serves the very purpose of being horrifying. Maybe it's not realistic per se, albeit, tastefully naturalistic. Crisp, not sterile. There's a hint of style in Madison's graphics, it isn't just an assortment of fancy assets. Alas, said style is rather understated, the game is as gorgeous as it is unmemorable. I probably couldn't describe its appearance as anything else but "grey, dark, high-grade" in a few months. But hey, for now, I can appreciate Madison's cohesiveness, attention to detail, bone-chilling sound design, and all the effective tricks its designers pulled, playing with the lighting and shifting environments just to scare me. Yes, the best scares felt personal and that's what I value in my horror - a well-crafted, intimate atmosphere to suffocate in. Just don't forget you can reduce the ridiculous camera swaying since that aspect was programmed by a drunk sailor. Blue Knees Tired obligatory jumpscares in the first half left no impression. Anyone with a drop of game literacy could see that these loud sounds and apparently very busy shadow people fast-walking into walls posed no actual threat since it wasn't yet introduced. Thankfully, this isn't another one of these harmless games attempting to make you pretend-fear itself. I have no patience for such inanity, it's like if enemies only shot blanks in a shooter. If you aren't going to kill me once or twice, you aren't going to scare me. If you aren't going to scare me, get outta here with your sham spooks! Well, it's not all blanks here. The poltergeist stuff and terrifying encounters are so well-directed they eventually got to me, and you can die on occasion. Even though you can never lose that much progress, the autosave system isn't just for show. It's for suspense. And with that running speed, every step counts. Not exactly Hereditary, however, I love it when things come together in a thoughtful manner. Horror is a meticulous business. Before you know it, the danger escalates from ephemeral to tangible, gets under your skin. I took Madison seriously when, after going in circles in a dark maze for eternity, I suddenly heard the demon calling Luca's name for the first time. After the honeymoon is over, the game takes you on a trip of terror, dragging your panting ass through its tunnel of love, which prostrates further than just the mansion, packing an unexpected dose of industrial surrealism. But I was wondering how could they make sh#t get real, considering the running speed and the lack of hiding spots. How exactly is your mortality realised? If you thought "Paralympic chase scenes", first of all, you're a bad person. Second of all, you're right. But I enjoyed it for what it is. The last confrontation was executed extremely well, with a couple of twists that made me sh#t my pants. The star of the show looks amazing! And it's telling that even a desensitised horror lover like me had a hard time playing Madison alone at night. When all is said and done, isn't it the whole point? My curator [url=https://store.steampowered.com/curator/35305390-Big-Bad-Mutuh/?appid=262060]Big Bad Mutuh
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