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Friday, February 7, 2025 8:49:10 AM

Gylt Review (Girl in Clock Tower)

Survival horror is indeed a very tricky genre to make, although there are many games in this genre. The only game alongside GYLT, that I will call true survival horror is Outlast. That being said, this is a very well made survival horror game and even defeating enemies requires stealth and a lot of thinking. But, I would say, each success is very rewarding. The game involves a lot of thinking and strategy and the experience is made to be very realistic. You can relate to your character and strategize. What do I mean by that? Here's a small example without spoiling much. In the arcade section, as you try to get to the room with two billiards boards (this room is the only way to get to the second floor, where your objective is), you will have to face against two monsters. The problem is, if you face against one of the monsters, you will end up alerting another one, even before you can kill, at least, one of them. Facing off against two monsters simultaneously is never recommended. They gang up and you will not survive. Your best option is to distract them and crawl very noiselessly to the next room. I used a soda can to distract the monster to cross over behind one of the arcade game machine. But, there are gaps between rows and one of the monsters' visual field goes straight up the the opening, because he's standing facing the opening. The other monster is walking to and fro and he's the only one who can block monster 1's field of vision. Also, his visual field is not directly facing the opening in front of my character. But, you can clearly see his side profile. That means, his peripheral vision can see me partially. It will, at most, make him suspicious of my presence, unless I quickly hide behind another arcade machine. In simple words, you have to take a gamble. You must cross to the next row of arcade machine, as long as monster 2 is blocking the field of vision of monster 1, despite there being a chance that, he might get suspicious of your hiding spot and that's the gamble I took. In that area, there are three monsters in total. I could only kill the third one and that too using stealth mechanics. I can relate to the game and I can relate to it, because the game designer made it as realistic as possible. I played many survival horror/puzzle horror game with stealth mechanics. In most cases, I can never understand the game, because many a times, no - most of the times, the game logic does not relate to real life logic, which is sad, considering, most players are real life people who employ real life logic most of the time. The game is also very well executed. Most games gives excuse of "I will not hold your hand". What does holding my hand means? Does providing a bit of explanation of how your games works automatically translates to holding hands? That's so stupid. Holding hands means literally telling the player where to go and what to interact with throughout the whole length of the game. Explaining the game mechanics to the player very elaborately is not holding hands. If anything, it makes the gameplay very enjoyable for the players aka the clients of the developers. I do not think Overwhelmingly Positive reviews are hard to attain. Some developers are simply conscientious and others are not so conscientious. They never cared if their game is going to be entertaining. They only saw their customers as cashcow or their game is made for a selected or specific group of people. Overwhelmingly Positive games are made for everybody, so that everybody enjoys their time with the game.