![]() The second chapter stood out to me as having the most unique antagonist, but none really reached above enjoyable cliché. Starting from the same central point, each explores a different wing of the asylum, each inhabited by a different main baddie. Taking part from three perspectives, each character has their own motivation for being at the asylum on the day before its demolition. There are much worse things to call gameplay than functional, but it is hard to describe it as anything but when compared to Lost Within’s standout story. While the game can theoretically be beaten without using items outside of scripted areas, it is well enough designed to provide challenges that are very difficult to overcome without them. Crafting systems are the worst when the game can be easily beaten without any consumables, making crafting a waste of time. Only one of the nine items puts enemies down for good, so sneaking and distractions are going to be the ticket to success. Stun Bombs stun, while Tasers also stun, but with less explosions. There is a detector that lets you see through walls, but it takes the form of a stethoscope. You get a cloaking device, but it takes the form of a suit you put on to look like the enemies, changing your HUD. It is the Molotov, because health packs are for scrubs that get hit.Ĭraftable items are pretty standard, but have enough flavor to not feel stale. The argument has been made that choosing between a Molotov and a health pack is an extra point of tension, but for me it has never been confusing which would be more useful in the moment. I don’t know why just giving you straight items has been replaced by crafting. Sneaking through the halls of an abandoned asylum, the player must avoid baddies by hiding in lockers, but this time with a crafting system. ![]() Gameplay wise, it feels like Outlast if Outlast was trying to get Greenlit on Steam. It felt like a console game that I was playing on my iPad, an $10 indie title off of Steam that I play alone in my room at 2 a.m. It had bite-sized chapters, but a gameplay style and narrative that didn’t fit that. It seems weird to knock a game for being too thoughtful, but the bottom line is that I had trouble playing Lost Within as a mobile game. Yes, it felt as weird to write that as it did to read it. This is where Lost Within stumbles, as it is too smart for its own good. ![]() The success of cash-clickers has proven as much for the mobile market, and for better or for worse we have come to expect a simple and instantly accessible experience. There is a certain section of my Steam library reserved for games that are played purely by muscle memory, and are my go-tos when intoxicated. I think that a lot of people would agree with the core sentiment that at times, most of us will game just to turn our brains off. I didn’t have to invest my full brainpower every time I wanted to play, but could dive into it whenever I wanted to for a different kind of reward. I played Year Walk a while ago and spent an embarrassing amount of time on the Infinity Blade series, and felt that their “minimum upfront, a lot to find” approach to narrative fit the portable nature very well. I have a PC, every console, and an active social life, so I don’t really ever find time to sit on my couch and just pop out my 3DS for a round of the Pokémans. Right off the bat, I do not play a lot of mobile games. ![]()
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