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Saw: The Video Game: Preview

A successful film series simply must have in its personal portfolio at least one game made under license. In the case of gameization of a work James Wan And Lee Wanella I had to wait an unusually long time for the announcement. But it took place, which means that the Earth did not turn over, collapse did not happen, and the primary values ​​of the copyright holders, unfortunately or fortunately, remained unchanged – extra money has never bothered anyone.

If you look at it, transferring “Saw” to an interactive format is a very successful and necessary solution. For all our pathological hatred of games based on films, it should be noted that Saw: The Video Game the new field will be much easier and more free than other well-known and, unfortunately, game adaptations of films crippled by fate and the negligence of the developers. “Saw” has all the necessary makings of a horror movie a la Silent Hill: a unique, gloomy and depressing atmosphere, unique and incomparable puzzles and a chilling soundtrack Charlie Clouser And Burton Bell. The film, finally, has a unique plot, which, although it later slipped into a routine narrative about the unenviable fate of all those who were lucky enough to meet the “Designer of Death”, still arouses academic interest. This is not to say that the game option Saw will follow in everything his predecessors from the world of cinema. There are differences, quite a lot.

Let’s start, perhaps, with the fact that now solving puzzles will be given to the hero somehow unforgivably easy. Take, for example, the classic story with the “reverse trap” – in the interactive “Saw” it can be removed by simply shaking the alter ego’s head left and right. For developers, such creative interpretations are simply a crime. The main character’s name is David Tepp – this is the same black policeman who lost his partner in the very first part. Chronological plot of the game Saw will take place between the first two films. From the first, the project will partially receive the plot outline, coupled with the balance of power between the characters. But the scene of action is modeled with a shameless eye on the sequel. That is, almost all the time will be spent wandering through the gray and smelly corridors of a decrepit building in search of “colleagues in misfortune.”. There is also a place for classic puzzles from “Saw”: selecting the desired code from a faceless set of combinations of numbers, interpreting and then following veiled clues in search of the right key, frantic digging in toilets filled with you know what, and much more. So far, the most interesting innovation seems to us to be the so-called “pain scale”. The principle of its operation is very simple: when the hero needs, for example, to get a vital key from the depths of the said plumbing fixtures, filled to the brim with disposable syringes, we have to carefully monitor so that the character’s hand does not completely turn into a pincushion, and he does not die from pain. In this way Zombie Studios artificially reduce the pace of the game – most of the puzzles in the game are built on quick time events, which is somewhat different from the tenets of the horror adventure genre. In this case, indicators of the hero’s fear or despair would also look quite organic. But so far the developers have not announced such features.

In general gameplay mechanics Saw is a https://kurobetcasino.co.uk/ mixture of Silent Hill and the best ideas of Fahrenheit. That is, the ubiquitous QTEs will coexist peacefully with classic puzzles, the main purpose of which is to quickly disarm dangerous traps. For example, when opening certain doors, our hero will need to have time in a split second to unlock the delicate mechanism for releasing the hooks of a whole bunch of shotguns aimed in his direction (you remember how David Tepp’s partner died?).

Game over?!The plot of "Saw" is based on the antics of a psychopathic maniac named John Kramer. Evil fate at one time turned out to be unkind to him. An inoperable cancerous tumor of the frontal lobe ate Kramer from the inside and affected his mental state. Kramer, or, as the police called him, “Death Designer,” still really wanted to be useful to society. A fatal illness taught him to truly appreciate life. Every person who, in John’s opinion, treats his life with disdain or, worse, is even going to settle scores with it, finds himself (with the help of our “Constructor”) in a difficult situation, the conditions of which are called the Game. If the loser still wanted his death, then he just had to remain inactive – death itself would come to the pitiful soul. But there was a desperate fight to save life. The philosophy of all the Saw films is built on this central idea. In the game, the accents will be placed somewhat differently.

Treatment course for naughty people

The principles of building the local world and the relationship between its inhabitants deserve special mention. Obviously, the scheme from the sequel “Saw” was taken as a basis, only slightly “twisted” and brought to the necessary perfection. The scene is an abandoned psychiatric hospital, which Kramer converted into a kind of terrarium for his sophisticated experiments on delinquent “rabbits”. In the hospital there will definitely be both people who are at one with our main character, and a whole horde of haters and potential murderers, for whom David Tepp is just a kind of “box” with a key inside. Here it is necessary to make a small digression. You see, our policeman, after the unexpected death of his partner, went completely crazy: he divorced his wife, lost his best friends, his job and was about to commit suicide with a firearm. Kramer, as a reputed re-educator of lost souls, decided to save the poor fellow by pulling out the bullet. But carrying out a simple and free operation is not in the rules of the Constructor. As punishment for attempting suicide, he sewed a key into a policeman’s chest. For David he is absolutely useless, but not for the other residents of the mental hospital. We will be carefully warned about this circumstance at the very beginning of the game.

The conditions that Zombie Studios wants to put us under have all the typical features of the famous “sandbox” familiar to us from Far Cry 2 or Assassin’s Creed, but only in miniature. The gameplay is based on constant exploration of the world and choosing further actions. It depends only on us which of the inhabitants of the gloomy psychiatric hospital to make friends with, and which prisoners should be neglected to get acquainted with. From the adventure genre Saw will inherit the need to conduct constant dialogues, analyze received information and solve puzzles. We believe and hope that the developers will mix all the components of the “genre cocktail” in the correct proportions, and then we will be able to get real pleasure from trying it out. Start booking your tables for October 23 this year.

So far, the only things that confuse us in the interactive “Saw” are the branded puzzles that are too easy, which can harm the unique atmosphere.

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