![]() ![]() However, in this we come to a big downfall in the storytelling. The voice acting isn’t to shabby in LOF2 with some well scripted pieces written to play with your mind the pirate story of kids, the struggling actor’s demise, and stories deeper embedded within. The main ghost-like creature which chases you around the ship also seems to feel a bit monotonous over the course of the game, with random occurrences that seem fairly predictable at times, usually with picking up an item or finishing a certain objective. But, they sooner become laughable than scary, adding to that unfortunate repetitive scenario that I pointed out earlier. The use of mannequins provides a nice, freaky touch, they seem to chase you like a bad mime artist for most of the game. The creativeness shines with some layers showing blackened rooms that ring out with a voice and light, making you stand to attention. The scenery and stages look amazing with some great effort going into the detail. Everything looks a lot smoother, not as gradient looking, and it all plays well. I also found that around the center of the story, some layers were extremely repetitive, but in saying this, the little changes which did occur were creative and fun.īloober Team have done a great job with the visual aspects of this sequel. ![]() I found myself just charging through the layers and just waiting for the next attack or obstacle to tackle. The downfall with this story is I didn’t feel massively engaged, and with no great effort, it was easy to complete. ![]() Not much is known on how to obtain each ending but I’m sure it wont be long until people work it out choices in-game are few then many. These decisions can greatly change the outcome of the game as LOF2 does contain multiple endings. These are presented in the form of moral choices that let you decide the outcome of certain scenarios. As you venture forth it becomes apparent that you need to make choices for yourself and piece it all together. This factor definitely brings most of the emotional side to the game, as they scurry around a ship being chased by some alternate being, leaving notes and traces of evidence that triggers certain voice cues progressing the story. The first noticeable story that becomes apparent is the story of two siblings and their adventure acted out as pirates on the high seas. What part will you play? Layers of Fear 2, like it says, has layers of story entwined within a single plot-line. Darkness surrounds as you stand silently in the spotlight, the only sounds to be heard over your heartbeat are the distant breaking of waves against the hull, and the sound of cameras pointed in your direction preserving this moment for eternity.Ī deep and commanding voice rises from the distance. Players control a Hollywood actor who heeds the call of an enigmatic director to take on the lead role in a film shot aboard an ocean liner. Layers of Fear 2 is a first-person psychological horror with an emphasis on exploration and story. Now, here we are with Layers of Fear 2, sequel to the aforementioned psychological horror game, but, does it carry on the feel from the original title? Unfortunately, not as well as I would have hoped. The eerie portraits of weird baby faced people and two fanged beasts was enough to keep you up at night. Aside from (nicely checkpointed) chase scenes with a formless monstrosity who pops up and forces you to bolt around flinging doors open, I never really felt all that tense, much less scared.Its been a couple of years since Bloober Team brought us Layers of Fear, and I really got a kick from this title. ![]() But, at a certain point, I felt like I was going through the motions – an issue I didn’t experience to nearly the same extent in the first game. Some of the set pieces are delightfully out-there and otherworldly, to the point where saying Layers of Fear 2 takes place on a ship is too limiting a summary. The developers pushed themselves far beyond anything in Layers of Fear in that regard. So much of the game is spent walking through corridors into rooms that morph into imaginative, dream-like art installations. They’re used to great effect in conjunction with the series’ main gimmick: altering rooms on the fly while your back is turned to keep you disoriented and second-guessing but never lost. You’re going to see a lot of weird shit with mannequins, so if that’s your phobia, tread carefully. ![]()
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