![]() The developers demonstrate they know the essence of Lovecraft but the game pulls back before it turns into horror there is no gore, no jump scares, and no threats. It is here the game’s initial cheerful design becomes the most effective because there is a deeper contrast. In the game’s best chapter, a shipwreck on the ocean appears to be torn apart by enormous claws lightning crashes overhead as Norah ventures inside the wreck and emerges to rummage through deserted tents on a beach. She also comes to uncover more tragic events that befell Harry’s expedition. Strange black ooze gives Norah visions of immense creatures and unsettling alien landscapes. Alien monoliths rise above the island and huge murals show deities. More traditional adventure puzzles would have been welcomed, but for the most part the island has good obstacles to decipher.ĭeeper into the island is where the game starts to behave more like standard Lovecraft fiction. There are two puzzles in chapter four that betray the game’s focus on symbols, presenting something that appears more complex than it is, but they can be solved with brute force if you have the time. Other good challenges involve forming constellation patterns and moving platforms. The best puzzle occurs in chapter three where Norah must find the correct frequency, translate that to alien symbols, and then shift it again based on the current tide level. It all works nicely because of the sketches Norah makes in her log book that can be used as a quick reference. Like rotating faces on a tiki statue or pressing buttons in a specific order to open gates. Most puzzles involve matching symbols from one part of the world with other interactive objects elsewhere. This is not just a talking simulator (or walking simulator) it is actually a good first-person puzzle game. This is strange considering Norah has a log book which is updated regularly and it could have delivered some past information without it sounding like the writer is talking to the player through Norah. She talks to herself about things just for the player’s sake. Despite these effective tools for delivering exposition, Norah will unnaturally reveal snippets of her past. There are some audio logs to hear and some letters are directly from Harry, explaining his journey and the problems they face in exposing the island’s secrets. It is fairly easy to build a profile for most of them, including Frank, the handyman, and De Witt, the doctor. So the beginning is quite approachable, especially for younger audiences that may be more used to the colorful art style, and it is able to draw players into an adventure that sounds hazardous but looks stunning.Īs Norah explores the island, notes and photographs at abandoned campsites reveal information about the people on the expedition with her husband. Norah is also pleased to be on the hunt for Harry, enjoying the clean air and the wonderful island views-her affliction has momentarily abated. The art direction is excellent, utilizing a cartoon style without sacrificing natural beauty. Paths that are covered with dense canopy are inviting and the ocean waves bobble amid the mangroves. Birds fly across the beaches under the warm sun and perch on indigenous statues. ![]() The island is full of bright saturated colors. While the setup is ominous, the game starts with a cheery disposition. In three days, her ocean transport will return to collect her, whether she finds anybody alive or not. ![]() You play as Norah and follow in Harry’s footsteps. Despite the fact that Norah is sick, with inexplicable dark lesions on her hands, she travels to the cursed island alone. A month after his disappearance, Norah received a mysterious package with clues that indicate Harry and his team landed on an island feared by the locals. He went missing on an archaeological expedition near Tahiti. The adventure follows Norah Everhart, who is looking for her husband Harry.
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