Having the dog around also provides a unique contrast to the game's somber atmosphere. Many Japanese adventures could have used such a dog in them to prevent aimless and boring wandering. All you have to do is give key plot items to Brown, and the intelligent animal will always lead you to the next destination. This feature also somewhat reduces the tedium of re-visiting locations, hoping to trigger a story event. Training your dog to sniff various objects that have some connection to these healing items proves to be quite rewarding and even addictive, leading to thorough exploration and meticulous collecting. There are many optional items in the game, including sparse health-restoring food. For once, the idea of using a dog as a gameplay tool is very interesting, and its execution is better than one would expect. The gameplay is certainly not the game's strongest aspect, but it has a few bright sides. Complementing the artistic tendency, the music has an inclination towards pseudo-classical chamber style, with only violin and piano used sparsely the effect is at times stunning, enriching the game's atmosphere and contributing to its creepy, disturbing quality. A full-fledged CG movie could have been done with the game's movies. Cinematographers and computer graphic designers have done a great job. On par with the story are the fantastic cutscenes. However, the setting of the game is darker, and the storytelling much more surreal. The main theme of the game resembles that of the classic novel Lord of the Flies: children left without any supervision and moral guidance turn into monsters. The game's general creepiness is derived from its unorthodox, disturbing premise: a young woman is being subjected to a series of strange, mostly unrealistic, humiliating tasks given to her by children, who mysteriously take entire control of a giant airship. Rule of Rose is expert in psychological horror, which can be much more terrifying that hordes of deformed monsters attacking the helpless protagonist. The mature content in the game goes far beyond cheap sexuality or excessive gore. The in-game graphics are rather modest and would hardly win any awards the slow building up of extreme suspense is achieved by masterfully alternating desolate, grim gameplay segments with frequent, enigmatic, and for the most part very scary cutscenes. Unlike most comparable games, which achieve this effect through graphics, Rule of Rose relies on storytelling to convey a unique palette of contradicting emotions that accompany us during gameplay. The atmosphere in Rule of Rose is quite fascinating. While some of these products end up being pretentious, unplayable messes upon closer inspection, this game at least tries to offer solid idea in the gameplay department. Indeed, Rule of Rose is one of those games that screams "I am art!". When you begin to watch the intro to Rule of Rose, you realize that you are being invited into something special - not necessarily gameplay-wise, but most certainly from the point of view of pure artistry. Console Generation Exclusives: PlayStation 2.Brown's ability to track items is also widely used in the game, whether for plot-related purposes or for finding health restoratives, raising Jennifer's chances of surviving. Though he cannot fight, his growl will deter many of the enemies Jennifer may encounter. The player is able to issue commands to Brown. A unique gameplay feature is Brown, a Labrador retriever dog who accompanies Jennifer throughout the game. Jennifer is exceptionally weak even for a typical protagonist of this genre though she can fight (sometimes with improvised melee weapons, such as pipes), often the alternative to fighting is running away. Rule of Rose is an adventure game with survival horror elements. Unwillingly, Jennifer has to obey the rules of this society's hierarchy, re-discover her own past, and distinguish between reality and nightmare. Soon she finds herself trapped in an area controlled by a group of twisted orphan children, who call themselves the Red Crayon Aristocrats. Following the boy into the dark countryside, Jennifer discovers a strange orphanage. Jennifer is a young girl who has lost her memory and now finds herself on a bus, holding a storybook given to her by an enigmatic little boy. The events of the game take place in England in the 1930s, and its story crosses the borders between reality and imagination.
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