![]() ![]() Lo and behold, it’s a Furby! Er, I mean Tattletail. After interacting with the toy for a bit he wraps the present back up and sneaks back into bed.įrom then on, each night gets crazier and crazier leading up until Christmas Eve night, which is simply bonkers. I don’t think I’ve ever used that word before, but it’s fitting here. I don’t want to spoil the craziness, though, so I’ll leave it at that. Every night became scarier as well, but that’s a one time thing, and I’ll explain that next. Tattletail, while not terrifying, is still very effective at building tension. From the second play-through on, you know exactly what’s going to happen and when, so it really takes away from the tension or fear. ![]() This occurs when you’re sprinting or shaking your flashlight (which needs to be shaken to operate).įor example, when you’re wandering the house, the game will warn you when you’re making noise. You’ll also need to keep your little friend fed, brushed, and charged, or they’ll get loud and pester you until you fix the problem.īut the problem is, through the majority of the game you can run around as you wish and there is absolutely no chance anything will happen to you. There are only a small number of times where you need to be quiet. Once you’ve realized this, the game loses any and all tension. Sure, horror games lose some of the fear the next time around, but to lose it all is a real shame. ![]() Also, once you realize how often you can sprint around in the game, you spend a lot less time in it. ![]()
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