Julkaistu 13. helmikuu.
I don't know how this "game" has a "mixed" reception. It's more of a collection of images than a point-and-click or hidden object game, really. The entire game is presented as a 360 degree panoramic picture and the main objective is discovering all the angles. Think google map's street view. It feels more like someone's phototophy portfolio or a proof of concept, not a finished product. Discovering the angles isn't much about puzzle solving or wits, moreso just finding the right approach to access the area you want. If you appreciate urban photography with an amateur attempt to photoshop a surreal environment, you might find it interesting. But really, even from that approach it's hard to like.
I've seen a few comparisons to Dear Esther, a walking simulator that I found to be quite enjoyable. It's nothing like Dear Esther. Dear Esther relied on an attention to detail in a beautifully designed 3D world that you could explore. There is no world to explore in Trauma - just essentially a folder of images from a day's photography of a city. This game cuts corners to deliver plot with stale 2D images as plot device "collectibles" in the form of Polaroids. There is nothing to actually interact with or trigger except alternate endings and main endings that abruptly end the level. This is the slideshow version of Dear Esther - something that DOESN'T work. The most redeeming thing about it are the cutscenes which are actually fairly well-done snippets of filmography.
For one, it's incredibly short and can be completed in less than an hour. With some games, this is forgivable. But, with "TRAUMA" it is not. If a game is short, I expect the experience to be top notch. If a game is bad, I at least expect it to be longer to win me over.
The story reads like a psychological thriller. But, it's done in too little time to make it interesting or captivating. The objective is completely pointless, too. Yes, it's a dream so nothing should make sense, but the first chapter's primary objective is to get a rock off of a teddy bear. I was expecting that to trigger some other objective. Nope. Film scene, then end.
The controls remind me of a DS game where you draw command with a the stylus (in this case a mouse). For instance, a horseshoe makes you view what's behind you. But most of the time, it's just a quicker way to "turn around." It also allows you to interact with the environment to trigger alternate endings - alternate endings that come down to "I like coffee, but I usually have it during the day. This time, it's at night." Whoopty do. Half of the time, the recognition is bad and leads to you inputting a completely different command which accidentally triggers a plot ending, the FMV associated with it, and brings you to the main menu.
If you want surreal, hop on an art site and save your $7. It's much higher quality and much more interesting. This isn't really a game and is moreso an artsy display of someones photography/graphic design mixed with a short-film that is laid out badly.