Remothered: Tormented Fathers is the first chapter of a horror trilogy with an articulated genesis, the genesis of which we talked extensively in the preview phase. Directed by Chris Darril and developed by Stormind Games, it tells the story of Rosemary Reed, a XNUMX-year-old woman with features reminiscent of Jodie Foster from The Silence of the Innocents, who is investigating the disappearance of Celeste, the daughter of notary Felton, given as a runaway from home but whose fate is actually shrouded in mystery. To understand what happened, Rosemary goes to Felton's house with an excuse, triggering the man's piqued reaction and a series of unspeakable horrors, with unexpected implications. What is hiding in that house? Why did Felton call his daughter Jennifer? What role did your wife Arianna play in the whole affair? How is Celeste's disappearance related to Felton's old business? What role do they play in the whole affair of the strange nuns dressed in red? To answer these and other questions, Rosemary will first need to survive the dangers that will threaten her throughout her investigation.
Remothered: Tormented Fathers is basically a third-person stealth game in which the protagonist can walk while standing or crouching, running, collecting objects to throw to create diversions (or others to be used as weapons) hiding by using furniture elements such as wardrobes or loveseats, solving puzzles and reading documents. The game interface is really essential: interactive objects are indicated by white dots, which turn into contextual icons when you are close enough to them. Too bad there is no tutorial to explain the various mechanics; illustrated screens would have been enough, perhaps recalled during the game. The absence will be felt especially for newbies, who risk being disoriented when the real action begins. The gameplay has a classic approach and no longer coincidentally recalls that of a Clock Tower or a Haunting Grounds, than that of more modern titles such as Outlast or Resident Evil VII. The environments, therefore, not only must be examined carefully and crossed several times, in search of objects and solutions to the various puzzles, but the general difficulty is calibrated upwards, with design choices that are as radical as they are intriguing if read in such a recovery perspective. Take for example the management of sound and its relationship with enemies: in most modern titles, enemies appear in environments designed specifically for them and act on an essentially horizontal plane, with noises that attract them only under certain conditions, often very stringent.
Crawling, walking or running makes no difference when you are in areas where they are not expected to be present, although it may be later suggested that they were still nearby to give us the illusion of greater realism. In Remothered the so-called stalkers continuously populate the places where they are and have a 360 ° perception of noise. This is why it is important to move on the sly even when you are sure you are on a different plane than theirs. Obviously, this can be exploited to attract enemies where we are most interested: by virtue of this, the many collectible objects that are around, which in the prologue seem even excessive, end up taking on a precise function in the economy of the game, and putting less would have meant limiting the player's maneuvering options. So, instead, you are freer to experiment with alternative solutions to get by. In short, studying an area to know where to go in case of danger therefore becomes essential, also in function of another detail: escaping from enemies is very difficult. Sure, you can slow them down (never kill them) by hitting them with a defensive object, but trying to run away for too long is a strategy that inevitably ends with Rosemary being killed in a horrific way (death scenes are really splatter ... if you like the usually get caught at least once by each enemy).
It must be said that all these solutions inevitably end up slowing down the action, but the tension gains a lot and, above all, holds up throughout the adventure. In this way, recourse to continuous sudden fright was also avoided, a solution widespread in the genre, but in some ways childish and, above all, effective only on the spot.
Remothered: Tormented Fathers has a duration in line with that of other titles of the genre. If you don't go looking for all the documents scattered around the map and just do the essentials, you can finish it in a matter of hours (about four or five). But let's say that this is the worst way to play it, because it loses a lot of narrative details. Those who love to deepen and take the time to explore the environments from top to bottom will finish it in about nine or ten hours. As already mentioned, it is not a very easy title, especially in the final part, the most tiring of all and the one in which you die most often. Nothing insurmountable, but it requires a slightly more reasoned approach to be overcome (rest assured, we do not anticipate anything). We also specify that, being the first chapter of a trilogy, the conclusion leaves many questions open, but also opens up some interesting developments that should be developed in the next episodes (we'll see).
From a technical point of view, the title of Stormind Games and Darril Arts is well done, despite some imperfections, particularly in the animations of the interlude sequences. Speaking of fluidity it proved to be excellent (we tested it in Ultra details on a not-so-powerful PC), even if some compromises are evident, such as lights on that are completely invisible from afar, despite the rest of the environment being completely dark. , or excessive reflections on the skin of the characters during the filmed sequences, which in some situations make the faces a bit plasticky. In general, however, the technical side works well and does not make you regret other titles of the genre. Indeed, it is far superior to most indie horror on the market. In particular, we are reminded of what we can consider its most direct competitor, namely that NightCry that was supposed to be the spiritual sequel to the Clock Tower series and instead did not go very well, to put it mildly. Obviously our judgment takes into account the production level, but not only: we also applaud having chosen a third-person perspective, certainly more complicated to manage than the first. Also note the extreme cleanliness of the game in terms of bugs and glitches: we have never encountered any compromising ones. In particular, Remothered never crashed and never returned to the desktop, a sign that the period spent in Early Access has done him really good.
- Intel Core i7-4770 processor
- 16 GB of RAM
- NVIDIA GeForce GTX 960 video card
- Windows 10 operating system
- Requires a processor and an 64 bit operating system
- Sistema operativo Windows 7 64-bit
- Processore Quad-core Intel o AMD processor, 2.5 GHz
- 4 GB of RAM
- Scheda video NVIDIA GeForce 470 GTX o AMD Radeon 6870 HD series
- DirectX 11
- 10 GB of hard disk space
- Processore Quad-core Intel i7 o AMD processor, 2.5 GHz
- 8 GB of RAM
- GeForce GTX 1060 video card or equivalent
Remothered: Tormented Fathers is a game that videogame horror fans shouldn't miss. The fact that it was developed in Spain has nothing to do with it, because, simply, it is very well done and really well cared for, with an exciting story full of quotes (starting with the name of the protagonist), a good technical side and many little gems. which earned him our applause. In particular, fans of horror from the 90s / first decade of the millennium will love it. It doesn't even cost much, so you really don't have any excuses.
- Interesting plot
- Old school game system
- Artificial intelligence of enemies
- Some may find the pace of play too slow
- A tutorial is missing