GAMbIT Magazine Issue #26 April 2017 | Page 23

PAGE 23 GAMBIT polygons (a lot like Alone in the Dark and early DOS games) to build the world you play in. It looks and feels a lot like it was pulled from those early PC days with a look I can best describe as Super Mario RPG, but mauch darker and minus the RPG elements. It's hard to describe, but that actually helps the game feel unique. It doesn't push any boundaries, but the game builds a really fantastic world to play in. In an age where horror games feel like they are required to be done in first-person, 2Dark pulls the isometric style to create something really, well, dark. Stealth is pushed heavily by the game and this style really helps you enjoy the experience. Let's face it, stealth segments in first-person games are almost always a pain in the ass. 2Dark avoids this and makes the experience quite fun, while still being really tense. Where other horror games have you hiding or avoiding one person, the view that 2Dark takes allows for tons of enemies to be out after you. That said the enemies in 2Dark aren't all that smart, but they are competent enough. The game is built around line of sight, but also around sound. If you stay out of range enemies won't see you, (think Metal Gear Solid) but if   "2Dark will require you to really play with light and dark." you make any noise you may stir up trouble. This means you have to be smart and plan in advance if taking the stealth route. If you stumble around int he dark you run a very high risk of knocking something over or even killing yourself in the process. 2Dark will require you to really play with light and dark, but this light comes at a cost. Lanterns and flashlights will run down at an alarming rate, but the game tosses enough batteries and fuel that you'll probably never find yourself in a spot where you are screwed. But the game also allows for you to  go in like a bat out of hell and still get the job done. Learning the layout of