When a wheelie bin blocks my path I just go home.Īspects of its horror face aren't such an unremitting success. That epitomises how Darq works for me - it trades in single moments that can only come from a single vision and small teams that don't have to check with every other department to get a pen on a desk signed off, as well as only the best of its ideas escaping the developmental darq. They always seemed better off avoiding such an approach, although, in defence of such puzzle design, it does provide one of the single most ingeniously horrifying moment I've seen in a game - perhaps period. They did, however, engage too much with The Witness-esque panels towards the end for my liking. Puzzles are nearly wholesale friction-less non-confounding, but they're enjoyable all the same for their sheer creativity and variedness. Be they 2.5D plane shifting backwards and forwards/up walls or even complete 3D rotation, Darq smashes through the perspective limitations of a sidescroller in almost every conceivable way (prove me wrong in the DLC!). Whilst it could have lived off its initial mechanic of gravity-defying wall-walking, each level continues to introduce fresh moments, mechanics and then expansions to those. Always a good way of adding meat to the bones of longevity and it particularly works here.ĭarq betrays the feeling of a game that has been culled to absolute freshness. Every location, item and ghastly figure is ripe for dissecting. It's a delightfully metaphor-laden romp - something right up my alley. The plot matter has the absolute lightest touch, propelling you into control of an 'alone in the darq' boy (that you'll simply have to take it from the store page is a lucid dreaming Lloyd) without a trice of distraction. Find and deliver items to the right spots - so far so standard - but it's spiced-up verily by its wholly unique surrealist perspective-shifting, gravity-defying mechanical antics served with a horror-twist. Summarily, it plays like a side-scrolling 'walk and click' puzzle game. It's short for one, perhaps unsurprisingly, but only in keeping with the gaming expectations of anything resembling a Braid/Limbo/Inside. The local hospital after Brexit is looking good. When the indie scene is struggling more and more year by year, it's heartening to see a confluence of events bring a developer's debut release such support - whatever the reasons. As the first game of a mostly lone developer quitting his day job and learning to program during development, it's quite remarkable. Yes, Darq has been propelled into the limelight by the Epic Store living nightmare debate, but far far more impressive to me is the developmental genesis of Darq. Of course, what monsters might populate such a dream state of many a Steam user but Tim Sweeney, the Epic Games Store logo on legs and the physical embodiment of a lack of a shopping cart? OH GOD NO!ĭarq-style lucid dreaming with sleep paralysis produced some of the the most terrifying experiences of my own life. So as I was saying, yeah, I think the Epic Store is alrigh. Its signature ghostly look and refined array of perspective-shifting and gravity-defying mechanics are a marvel to behold. Like a bad dream, Darq is devilshly creative, memorable and short.
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