
The game’s world fails to ever feel truly dangerous due to the fact that at no point are you ever truly in danger, which has a significant damping effect on the game’s tone. Add to this the fact that failure is literally impossible, and you have one singularly dull video game. Aside from some boiler-plate “moral dilemmas”, you’re seldom put in the position to do anything with the game’s intriguing nightmare landscape but look at it.
TORMENTUM DARK SORROW SEQUEL SERIES
It’s a series of item gathering and generic puzzles that rarely feel adhesive to the game’s world. The gameplay itself doesn’t consist of much hidden object, but still isn’t very interesting. This is where the game really begins to lose the production value and class it seems to have at first, and begins to feel more and more like a gussied-up hidden object game. Tormentum also lacks true character movement, your character really just standing there on the screen as a symbol of your presence. Sometimes the primitive nature of the movement of still images can be chilling in its own right, but more often than not, it just comes off as cheap. Its stilted animations don’t exactly do it justice. Where Tormentum stumbles a bit is in motion. Otherwise, the spider grabbing it was comical. The low-budget animation in this scene was saved only because the human figure was creepy enough to be distracting. Some weary, gravelly-voiced denizens would have smoothed out a lot of rough edges and probably have brought these issues to light. The English text is somewhat awkward and not always in tune with the rest of the game’s tone, often taking an oddly lighthearted approach. Tormentum is completely devoid of voice acting, which I feel would have added a lot to the game’s world had it been tastefully voiced. Most of the sonic impressions put on you are reverby mechanical grinds and fleshy squirting sounds.

Music is sparse but effectively atmospheric, aside from the credits rather abruptly opting for a metal song and negating the preceding four hours of atmosphere. This backdrop was particularly effective because prior to this screenshot, a cult could be seen descending to the altar.Įverything is drawn with a warbly, smudgy brush that I’m not able to define in words. Its original creature designs are interesting, especially a race of long-necked, winged humanoids called “Icari” (plural for Icarus!), who covet eggs more than anything in the world and stare at you with completely glazed eyes. The art is beautiful, and consistently fascinating to look at. Let’s just get this out of the way, since it’s the game’s main selling point and what’s definitely going to draw the vast majority of people to it over any of its other features. Where Dante’s Inferno was a deliberately and shockingly twisted depiction of hell, Tormentum takes that same mission statement and applies it to a point-and-click adventure game set in an oppressive, nightmarish wasteland. It’s the same sort of thing Dante’s Inferno was going for. Tormentum – Dark Sorrow is a game that revels in its boundlessly dark imagery and compelling surrealism. Maybe it’s for the best, as a plague of mainstream games that are even more troubling and confusing than they already are isn’t something I’m clamoring for, but it’s still something I appreciate seeing when it comes along.

Surrealism is something I admire, Dante’s Inferno being one of my favorite games visually, and though the style sees some success in smaller titles, “mainstream adoption” isn’t exactly in its vocabulary.

I certainly didn’t read it, but the title posed an interesting question. Bottom line: refreshing experience, linear, foreseeable outcomes and a 100% point and click title, love to detail, ideal length, nice puzzles.It may have been Rock Paper Shotgun that recently posted an article along the lines of “Why Isn’t There More Surrealism In Gaming?”. The end game quality and design surprised me in a very positive way, it is encouraging you to replay the game in the opposite manner / paying more attention to your decisions / preventing yourself from accidentally killing folks and to rethink your everyday choices you make in real life. I was familiar with Beksinskis paintings before and could absolutely find references to his paintings. The end game quality and design surprised me in a very positive way, it is encouraging you to replay the game in the opposite manner / paying more attention to your decisions / preventing yourself from I actually liked the game - but if it were longer it would start to bore me.

I actually liked the game - but if it were longer it would start to bore me.
