The sound effects are a joy as well, just as icky as the visuals, though there is no voice acting. Tying it all together is clear fascination with all sounds gothic, and I love it. There's everything from soft, spooky synths, to ominous plainsong. The soundtrack is uncharacteristically subtle and it works in Tormentum's favour. Humanoid insect guards, grey birds that look like elongated babies, and all manner of screaming, crawling horrors are to be found in the gloomy world of Tormentum. Whilst characters aren't amazingly written they look as fantastic as the world does. The mystery is intriguing though, and I found it difficult to stop playing as I kept wanting solve one more puzzle in case I was given another snippet about what the hell is supposed to be going on. This is probably for the best as what writing there is seems a little functional in comparison to the visuals, with none of the alienating weirdness present in the environments. Tormentum is pretty light on narrative, presented in tasters through letters and dialogue. I even giggled at the cursor turning into a boney little hand when you browse over an interactable object. From obtaining mutant spider venom to poison a worm-beast, to returning a soul to it's skeleton using necromantic machinery, everything is so deliciously morbid. Look, put it this way, there was a few moments throughout that I was hit by the realisation that I was solving a sliding block puzzle, but the presentation is so slick, and I do mean slick as in moist aswell, that I didn't care. It's very much the art style that carries this one, which isn't to say the obstacles are boring or unengaging. Puzzles are pretty standard and often quite simple. Giger's work with reference to Tormentum and. Full body motion from characters would have been amazing but the game doesn't by any means suffer for their absence. The world isn't static however, and it's commendable how much motion there is. I can't say I blame OhNoo Studio for not fully animating the game as every pristinely painted object in it must be an absolute nightmare (har) to bring to life. I missed the animations initially, but soon found that their omission streamlined gameplay very nicely. I was a little put off at first by how your character doesn't actually move as you interact with the environment they just stand there hooded and solemn. I could go on narrating the opening but I won't because for crying out fucking loud just look at it.ĭeposited in your cell by a very metal looking fellow in a horned helmet, you're now free to get stuck into this mutated hellscape. A rat the size of a man is in a cage across from you, and both of you are headed to an alien castle whose walls seem to be made of cartilage and flesh. Having no memories other than the faint image of a female statue, you awaken suspended in a cage above a comet-blasted wasteland in an airship. It's boney, fleshy, wet, and there's a compulsion to reach out and stroke it. The world of Tormentum is particularly, even uniquely, well suited for this, because it's a place that is begging to be poked, prodded, and messed with. The strength of many adventure games lies in building familiarity with a densely packed game-world, and getting a sense of how that world works by touching and tinkering your way across it.
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