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cover-The Texas Chain Saw Massacre

Wednesday, August 23, 2023 5:51:40 PM

The Texas Chain Saw Massacre Review (agriba)

It's a tentative yes. This is going to be a game whose quality is ultimately determined by how the meta develops and how the developers handle that.
At it's core, it's an incredibly impressive asymmetric horror game that has the intelligence to build around voice chat. Team work is imperative.
The real impressive element to me as opposed to games like, say, Dead By Daylight, is the complexity. While Dead by Daylight is two or three real gameplay elements copy and pasted onto a map with the "gameplay" being holding a button and doing skill checks, TCSM is complex. There are three stages to every map and four escape goals. You need to forage for supplies, to open doors, to get to the main objective which involves getting it done sneakily to escape. The victims have defining, original abilities and I find the chase/escape balance kind of nice. In a 1 on 1, you should be fine unless you screw up, but in a 2 on 1 (There are three killers) then its sheer panic.
The killer side of things is great too. There are a plethora of spinning plates to keep up, tools to track the victims, and a diversity that necessitates team play.
Critique time. Are there red flags? Oh you bet you. The ability for the victims to just disappear or instantly win is shocking. It's too soon to tell how it will shake out, but I'm concerned. For example, on the short end there are three doors before the final objective needing you to scavenge three tools. Even solo, there is a character who's ability is to break a lock every five minutes, so that's 25% of the game done instantly and again in 5 minutes. Not to mention that three door three lock thing? There are four victims, good coordination can almost instantly win and while there are tools to track the victims, they are laborious requiring manually checking which locks have broken down. It seems horribly victim sided with a modicum of coordination.
And here's the big one for me that makes me question the talent designing the game. It seems small but stay with me. There is a cutscene that plays for killers when this event happens. Completely interrupts the game. If you're in the middle of something like chasing or evening attacking, it will screw you up. You say, "No problem, they can patch that out on week one." Yes, sure. But here's the thing, they NEEDED to be told that. It was plainly infuriating in the first hour of play to the point where I don't understand how someone at any point in development didn't say, "Let's not do that."
So what I'm worried about is a game that soley dictated by the community. If the developers just hate playing games so much and don't understand what they like/ what makes it fun, then it's going to be pushed off on the community, and that's a fast way to offsett the trajectory of your game and make bland and uninteresting choices.
Like I said, we'll see.