Julkaistu 11. kesäkuu.
There are times when Metacritic gets it wrong, and this is most definitely one of those times. A score of 61 would put this game in the "Meh, it's OK" category, though with Vigil: Blood Bitterness, that decimal point needs to go about 1 or 2 places to the left. Even a score of 10 should have triggered a federal investigation of payola over at Metacritic.
The game's one novel feature, the developer's apparent tweaking of the Dark Engine's texture filters until only black and white remains, is a one-trick pony that wears out its welcome within minutes, and becomes simply glaringly, wince-inducingly annoying.
Gameplay is nothing more than an exercise in frustration, as clues are cryptic without being logical, solutions are arbitrary and often linked to timers tuned so short that anything less than following the developer's intended path and timing, without an angstrom's width of deviation, will result in certain death and banishment back to the last checkpoint. Bugs are game-breaking and interspersed with the wonky puzzles in such a way that there is no way to tell if you are simply approaching the puzzle "incorrectly", or if the game has broken itself in such a way to make the puzzle unsolveable.
I had played through a section with a long walkway outside and "airlocks" at each end. If you remained outside on the walkway, you died, suggesting vacuum outside. If you didn't open, run through, then CLOSE both airlocks, you died. If you ran through, opened and closed both airlocks, BUT didn't run far ENOUGH into the next room, you died (That's right: if you did it correctly, and were standing inside the safe room -- but too close to the CLOSED airlock -- you died). If you ran through, opened and closed both airlocks, ran far enough into the next room, BUT didn't do it quickly enough, you died. Fine. Except that a few puzzles later, backtracking through this area, one could now stand anywhere on the outside walkway indefinitely. The airlocks were now open and inoperable, presumably because that section was now "solved" and no longer necessary. So, really, just suddenly no more vacuum of space? But as soon as I stepped through the inoperable airlock into the next room, I was immediately killed by asphyxiation, judging from the death cutscene -- a cutscene by now in furiatingly familiar to me in this area.
Finally, giving up after about 36 tries, I looked up the solution on YouTube, only to find that I had done everything correctly, but the game had jiggered itself up so completely that it was now impossible to "solve" and progress.
I generally make a strong effort to complete every game I begin, but this game had played me like a cheerleader plays a nerd on prom night, and I had had enough. I never went back. I swear, as I clicked "Delete local content" I heard myself let out an evil little giggle.
So don't do it. Just don't. Browse away from this page and never return. If I can save just one of you from the torture that I endured trapped inside this ♥♥♥♥ of a game, then my suffering will have been worth it. Look upon my trembling, twitching form and mutter, "Wow, that could've been me". Now go.