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‘Underdread’ Review: Underdeveloped, Underwritten, and Underwhelming

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In Underdread, you’ll play as a man searching for his missing daughter, Lisa, in an ancient castle, using clues left behind by both a detective and a madman to solve torturous puzzles as you traverse a variety of vaguely Victorian environments, like dungeons and elaborate underground caves. There are monsters and other supernatural elements in your path, and you must not only solve the puzzles but also uncover the mystery of the castle, as well.

It isn’t an Amnesia clone, a charge the developers at Bigzur thoroughly deny, but if you play the game, you can see where people would get off saying such things. In the end, if you play Underdread for an extended amount of time, you’ll kind of wonder how anyone could draw any sort of equivalence between the breakout title for Frictional Games andUnderdread, which is oddly designed, painfully unfun, and, worst of all, incomplete.

Narrative quality is not necessarily the high watermark of horror storytelling, but creating a distinct (or at least distinctly horrific) sense of place is necessary in allowing the audience to experience the trepidation that the developers foresee. Outlast, for its narrative and pacing problems, manages to set up the experience of exploring an abusive asylum very well.

Underdread, on the other hand, does not. The game’s epistolary storytelling function doesn’t work in the slightest. Through picking up the various notes and communiques, the devs mostly attempt to convey a facsimile of whatever you’re experiencing precisely at that moment. As a result, the diary entries attempt to tell you a story and freak you out, and they end up accomplishing neither.

It is horror by proxy, an attempt to show parallels between your own current experience and the experience detailed by the . It isn’t that they are poorly written — though they are; they feel like an afterthought. Unnecessary substitutes for storytelling littered throughout the landscape as an attempt to give the game a feeling of weight.

Never does the game feel quite creepy enough to shadow its purpose. Sure, there are horrific elements, but they serve to make the game feel more like a haunted house ride than a legit haunted house. The frequent change of scenery makes it feel as though maybe the devs had more puzzle ideas than scares, and the lopsided nature of the game’s dynamics make it less than compelling.

Underdread’s main problem, however, is also the game’s main function: The puzzles. They are usually quite simple and don’t require a lot of action or intellect to solve. However, the game isn’t designed in such a way to provide players with solid inferences as to how to solve them.

Sometimes, the diary entries help. Sometimes, they don’t. Sometimes, you’ll be forced to wander the environment, looking for a clue as to what to do. I can’t highlight this problem enough. If you finish a puzzle, the game doesn’t indicate where to go next or, more importantly, what the next puzzle actually is. Underdread is a game virtually without context, and the disconnect between the visuals, the gameplay, and the story is utterly maddening.

An in-game mechanic supplies players with clues; however, the clues themselves are a scarce commodity that, when gone, can only be restocked by finding more in the environment. Imagine playing a game where map objectives can only be uncovered through a finite resource on the map, and whenever you’ve accomplished that objective, the next objective is completely unknown to you until you find another somewhere else. It is frustrating beyond frustrating, and it blurs the line between narrative and game design in a perfectly flawed way.

The quality of the tips reveals the utterly perfunctory nature of the puzzles. “Place more coins in [blank]” is an example, and it only goes to show how little care went into designing the puzzles themselves, as though the devs themselves did not have much confidence in the strength of their game mechanics. As a result, the puzzles feel haphazard and arbitrary, merely gates to be bested to continue on to the next section of the game.

Also, there is no guarantee that you’ll solve a puzzle in this new area. Sometimes, progression will require you to backtrack to solve parts of puzzles in previous sections of the game, all without letting you know that. It wouldn’t be a problem, if the game somehow indicated naturally what the next objective or obstacle was, but since it doesn’t, these new puzzles come off as cheap or thoughtless.

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The game looks fine, in that it has a stable framerate throughout, but the design itself is completely uninspired. It has a very 90s feel, and everything appears as a series of corridors instead of a cohesive worldmap. The game is laid out in such a way to service the next puzzle — and sometimes not even then — rather than to make the player feel as though they are part of a fully realized world that includes puzzles.

The few “enemies” that appear are basically the same gimmick presented in different forms: whatever it is, be it skeleton cluster or noxious gas, you are supposed to run away until the threat passes and then go about your business. They’re not terrifying in any meaningful way, unlike the games to whichUnderdread will most likely be compared. They’re more like mild annoyances that have to be avoided in order to progress.

And, not to include spoilers, but the ending of the game is highly disappointing. You solve a series of puzzles in an underground area, and then unlock a door, and the game just sort of…ends. And sure, a scroll afterward tells you that the game is over, but nothing about the game’s pacing, puzzles, or narrative leading up to that moment make it feel special in any way.

This is perhaps the most egregious knock againstUnderdread. It isn’t clear if the game is incomplete and will be patched later to include more content, or if a sequel is in the works, or if this will be episodic in some way. Even if it is episodic, it doesn’t come to a satisfying conclusion, the way that a TellTale game does. There is no arc for either the character or the story, leaving you with a disappointed feeling of, “Well, I guess the game’s over.”

To step on a soapbox for a moment, this is a trend that has to stop. Updates are fine. Patches are fine. Bug fixes are fine. But releasing a game that is ostensibly missing the ending is unacceptable. Nothing about the wayUnderdread is set up makes it feel like an episodic adventure game. It is a 3-4 hour experience, with a variety of areas.

The Final Word: Underdread is a drab, uninspired, incomplete game, and it is not surprise to me that it originated as mobile game called Slender Man Origins 2 Saga. Save yourself the time and frustration by playing a more complete horror game.

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Reviews

“AHS: Delicate” Review – “Little Gold Man” Mixes Oscar Fever & Baby Fever into the Perfect Product

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American Horror Story Season 12 Episode 8 Mia Farrow

‘AHS: Delicate’ enters early labor with a fun, frenzied episode that finds the perfect tone and goes for broke as its water breaks.

“I’ll figure it out. Women always do.”

American Horror Story is no stranger to remixing real-life history with ludicrous, heightened Murphy-isms, whether it’s AHS: 1984’s incorporation of Richard Ramirez, AHS: Cult’s use of Valerie Solanas, or AHS: Coven’s prominent role for the Axeman of New Orleans. Accordingly, it’s very much par for the course for AHS: Delicate to riff on other pop culture touchstones and infinitely warp them to its wicked whims. That being said, it takes real guts to do a postmodern feminist version of Rosemary’s Baby and then actually put Mia Farrow – while she’s filming Rosemary’s Baby, no less – into the narrative. This is the type of gonzo bullshit that I want out of American Horror Story! Sharon Tate even shows up for a minute because why the hell not? Make no mistake, this is completely absurd, but the right kind of campy absurdity that’s consistently been in American Horror Story’s wheelhouse since its inception. It’s a wild introduction that sets up an Oscar-centric AHS: Delicate episode for success. “Little Gold Man” is a chaotic episode that’s worth its weight in gold and starts to bring this contentious season home. 

It’d be one thing if “Little Gold Man” just featured a brief detour to 1967 so that this season of pregnancy horror could cross off Rosemary’s Baby from its checklist. AHS: Delicate gets more ambitious with its revisionist history and goes so far as to say that Mia Farrow and Anna Victoria Alcott are similarly plagued. “Little Gold Man” intentionally gives Frank Sinatra dialogue that’s basically verbatim from Dex Harding Sr., which indicates that this demonic curse has been ruffling Hollywood’s feathers for the better part of a century. Anna Victoria Alcott’s Oscar-nominated feature film, The Auteur, is evidently no different than Rosemary’s Baby. It’s merely Satanic forces’ latest attempt to cultivate the “perfect product.” “Little Gold Man” even implies that the only reason that Mia Farrow didn’t go on to make waves at the 1969 Academy Awards and ends up with her twisted lot in life is because she couldn’t properly commit to Siobhan’s scheme, unlike Anna.

This is easily one of American Horror Story’s more ridiculous cold opens, but there’s a lot of love for the horror genre and Hollywood that pumps through its veins. If Hollywood needs to be a part of AHS: Delicate’s story then this is actually the perfect connective tissue. On that note, Claire DeJean plays Sharon Tate in “Little Gold Man” and does fine work with the brief scene. However, it would have been a nice, subtle nod of continuity if AHS: Delicate brought back Rachel Roberts who previously portrayed Tate in AHS: Cult. “Little Gold Man” still makes its point and to echo a famous line from Jennifer Lynch’s father’s television masterpiece: “It is happening again.”

“Little Gold Man” is rich in sequences where Anna just rides the waves of success and enjoys her blossoming fame. She feels empowered and begins to finally take control of her life, rather than let it push her around and get under her skin like a gestating fetus. Anna’s success coincides with a colossal exposition dump from Tavi Gevinson’s Cora, a character who’s been absent for so long that we were all seemingly meant to forget that she was ever someone who was supposed to be significant. Cora has apparently been the one pulling many of Anna’s strings all along as she goes Single White Female, rather than Anna having a case of Repulsion. It’s an explanation that oddly works and feeds into the episode’s more general message of dreams becoming nightmares. Cora continuing to stay aligned with Dr. Hill because she has student loans is also somehow, tragically the perfect explanation for her abhorrent behavior. It’s not the most outlandish series of events in an episode that also briefly gives Anna alligator legs and makes Emma Roberts and Kim Kardashian kiss.

American Horror Story Season 12 Episode 8 Cora In Cloak

“Little Gold Man” often feels like it hits the fast-forward button as it delivers more answers, much in the same vein as last week’s “Ava Hestia.” These episodes are two sides of the same coin and it’s surely no coincidence that they’re both directed by Jennifer Lynch. This season has benefitted from being entirely written by Halley Feiffer – a first for the series – but it’s unfortunate that Lynch couldn’t direct every episode of AHS: Delicate instead of just four out of nine entries. That’s not to say that a version of this season that was unilaterally directed by Lynch would have been without its issues. However, it’s likely that there’d be a better sense of synergy across the season with fewer redundancies. She’s responsible for the best episodes of AHS: Delicate and it’s a disappointment that she won’t be the one who closes the season out in next week’s finale.

To this point, “Little Gold Man” utilizes immaculate pacing that helps this episode breeze by. Anna’s Oscar nomination and the awards ceremony are in the same episode, whereas it feels like “Part 1” of the season would have spaced these events out over four or five episodes. This frenzied tempo works in “Little Gold Man’s” favor as AHS: Delicate speed-runs to its finish instead of getting lost in laborious plotting and unnecessary storytelling. This is how the entire season should have been. Although it’s also worth pointing out that this is by far the shortest episode of American Horror Story to date at only 34 minutes. It’s a shame that the season’s strongest entries have also been the ones with the least amount of content. There could have been a whole other act to “Little Gold Man,” or at the least, a substantially longer cold open that got more out of its Mia Farrow mayhem. 

“Little Gold Man” is an American Horror Story episode that does everything right, but is still forced to contend with three-quarters of a subpar season. “Part 2” of AHS: Delicate actually helps the season’s first five episodes shine brighter in retrospect and this will definitely be a season that benefits from one long binge that doesn’t have a six-month break in the middle. Unfortunately, anyone who’s already watched it once will likely not feel compelled to experience these labor pains a second time over. With one episode to go and Anna’s potential demon offspring ready to greet the world, AHS: Delicate is poised to deliver one hell of a finale.

Although, to paraphrase Frank Sinatra, “How do you expect to be a good conclusion if this is what you’re chasing?” 

4 out of 5 skulls

American Horror Story Season 12 Episode 9 Anna Siobhan Kiss

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