Playtime:
62 minutes
I really want to like [b]Bump in the Night[/b]. [i]I really do[/i]. This little horror game has a very simple but compelling premise, a tried and true gameplay hook (while fully acknowledging which game it was inspired from; the game being [b]The Exit 8[/b]), intentionally dated 3D visuals, and made by an indie developer to boot; which I always love seeing. All for the [i]low low price of three dollars![/i] wowiee! this just sounds perfect for the casual horror fan, right?[i]....well, as a proud member of that demographic[/i], [b]I didn't like it[/b].
Now, I don't want anyone to get the idea that I'm an overly negative critic or anything, so let me start by telling you what I did like about [b]Bump in the Night[/b]! [i]uhhh..... hmmm... how about....[/i] I'm just messing with you. (*ahem*) while a haunted house is certainly not the most original horror game setting, the house itself is really detailed. Books line the shelves, pictures and family portraits adorn the walls, toys litter the floor; giving a real sense that people actually live here. I also really like Peanut, your stuffed rabbit toy and best friend; and the game's mascot (well, something like that). He perfectly straddles the line between adorable and sinister; depending on the time of day. Find him in the daytime, and you'll be like “[i]awww look at the cute little bunny rabbit![/i]”; but find him at night, and you'll be like “[b]...he ain't supposed to be here[/b]”. And as the game's banner art so graciously implies (if it sounds like I'm hating the cover, I'm not. the art looks great, GGs), [spoiler]Peanut occasionally turns into a bloodthirsty monster who's craving flesh (you should probably avoid him when he gets into one of those moods), and his various transformations are creative and indeed very spooky.[/spoiler] Final thing (sorry), I just really like the name “[i]Bump in the Night[/i]”. It's mysterious and works well as a horror title, but it also sounds childish and innocent; like when you say there's a monster hiding under your bed, but your parents say you're just making up excuses to stay up late. I like it, and it perfectly ties into the game's theme and tone...... [i]I'm going to be an overly negative critic now.[/i]
Let me just drop the bomb right away: [b]Bump in the Night's basic gameplay concept simply does not work[/b]. Now, I'm going to be comparing a lot of this to [b]Exit 8[/b], because [i]they're practically begging for it[/i]. I'm not going to say the visuals are ugly... [i]but putting a 32-bit filter over everything[/i] [b]certainly was a choice[/b]. Everything is so ridiculously grainy that it's hard to tell what many of the props are even supposed to be, much less [i]spotting the difference between them[/i]. Plus, the game takes place entirely at night, so rooms are either pitch black or filled with heavy shadows [spoiler](and our wonderful protagonist is apparently allergic to light switches! seriously, if you're that scared of the dark, then TURN ON THE FREAKIN' LIGHTS!!!!).[/spoiler] Basically, the game gives you no visual clarity, [b]in a genre that relies on visual clarity![/b] For comparison on how to do this better, look at [b]Exit 8[/b]. The game's visuals are clean and detailed; all within a very well lit environment. You can see everything... [i]meaning there's so many more places to hide[/i]. While that game had its fair share of laughably obvious scares, [b]Exit 8[/b] was at its best when it was more quiet, like how the security cameras started taping you after you walked past. Thanks to the intentional limitations, [b]Bump in the Night can't do this; because it'd be impossible to even see[/b]. There's also the game's main location to think about. You live in a two story eight room house with a basement, meaning that every single time you wake up, you have to explore [b]a two story eight room house with a basement for clues[/b]. now, I don't have the best memory, [i]but doesn't that feel like an awful lot to keep track of?[/i] [spoiler]I was having enough trouble beating Exit 8, and that took place in a hallway.[/spoiler] While there are a few creative scares here and there, most of them are underwhelming and utterly forgettable; no thanks to the completely static graphics. With only one exception, [b]nothing or no one moves an inch[/b]; with death screens just being... [i]blank[/i]. Also, [i]why do you go to your dad's room when everything's okay, and go back to bed when you know something is wrong?[/i] shouldn't it be the other way around? like, if something scary is going on, wouldn't it make more sense for the kid to go to his parents when he needs some extra comfort? Also, and I'm not exactly an interior designer or anything, [i]but what is the deal with some of this décor?[/i] Why are there pictures of chess pieces with neon frames in the living room? who'd want to have those on while watching TV?? no, seriously, [b]I hate those neon chess pieces. I legitimately started getting a migraine while looking around that area[/b] [spoiler](motion blur and a 32-bit filter is certainly another choice).[/spoiler] Why does our protagonist have a five foot tall cardboard cutout of a bear in his room? [spoiler](if he gets up in the night and gets spooked by that, it's completely on him)[/spoiler] [i]Why did someone leave a perfectly good hamburger on the table??[/i] I'll tell you why; so we can get a good ol' scare where we're like “[b]GASP!! someone ate the hamburger!! that means someone will eat me too!! OH MY GAAAAWWWSSH!!![/b]”. There are a couple other complaints that are small, but I still want to point out. The “everything is all dandy!” part of the night almost never happens. [spoiler]You get an achievement when you “go back to your room at the wrong time”, and I kept spamming F to Sleep on my bed, and it was well over thirty times before I got it.[/spoiler] The sound effects are almost non-existent, and they sound like stock effects. The music is non-existent, aside from the title theme. And aside from a few genuinely cool and freaky moments, [i]the fun was non-existent[/i]. harsh words, [b]but I can't tell lies.[/b]
Hey! [b]Game Theory here![/b] One of the best parts of [b]Bump in the Night[/b] is the secret connected lore, and it probably was unintentional. Think about it: our protagonist is a little kid, living with his dad; who is a single parent (implied by how it's just called dad's room; which would seem weird to say if mom was there too). The kid clearly has seen some messed up things in his time, with nightmares having devilish imagery, blood and gore, and sharp objects (among other anomalies); but he appears to have normal and wholesome hobbies, with all his drawings hanging up in his room, and all the animal books and things. He clearly trusts his dad a lot, but aside from a couple of family pictures, there's no sign of the mom. And right there in the corner of his room, there's a big old toy chest! so... what I'm proposing is this: [spoiler]Bump in the Night is secretly an epilogue to The Binding of Isaac; where Isaac's dad won over his custody, and they lived happily ever after! (aside from the nightmares).[/spoiler] I mean, heck, if Peanut was a cat instead of a rabbit, I'd go ahead and declare that [b]facts[/b]. but HEY! [b]IT'S JUST A THEORY!![/b]...wait a second, [spoiler]the kid was watching TV at the very start. Isaac hates TV.[/spoiler] ...[i]theory proven to be buffoonery[/i].
[b]Bump in the Night[/b] is hard to recommend. I like the main story, the main character, and I really liked the main monster, but everything else just isn't very good. The 32-Bit filter, while probably [b]would make for a darn good GBA game[/b], looks ugly, and it undermines the core game mechanic, making both the puzzles obscure and the scares bland. It's three bucks, though. [i]can't even buy a burger with that money.[/i]
👍 : 2 |
😃 : 2