GAMbIT Magazine Issue #26 April 2017 | Page 26

PAGEĀ 25 the screen which is fine, but once you reach the limit, another bar pushes out. This means that late in the game you can have an inventory screen that takes up nearly half the screen. You can, of course, minimize this to be only one bar, but that means switching items or weapons becomes a real pain in the rear. And as going into your inventory doesn't pause the game, you are going to be frantically running around while you try to find that weapon or item you need. Sure, this makes things tense, but not in the fun way and more in the "Fucking inventory piece of shit" sort of way. The level design used throughout 2Dark is fantastic, and the team clearly laid things out so that players could take dozens of approaches to completing levels. You can load up a stage and see multiple ways to deal with things which made coming back and trying new approaches fun. Maybe you want to trap a baddie in a room you lock behind you, or lure some into a trap, or stalk them until you find the right moment to take them out in the dark. It's really fun looking at a stage and planning your attack. But I'll go back to the story once again and say that it's all really silly and overly convoluted. You really have to go digging to piece together just what the hell is going on. The main villain that shows up at the end of the game came right out of left field; Well, it did for me at least. There wasn't any really motivation for what he or his people were doing and his connection to the player is paper thin. The real kicker that manged to piss me off was the twis t ending that the game tosses at you. It wasn't shocking as you could see it coming from a mile away, but the last stage simply blows the impact by using an insta-kill segment to ruin the surprise. You enter the wrong door (the only obvious one available) to the house in the last stage and the game spoils the reveal while killing you. This nearly killed the entire experience for me. GAMBIT There is also no real resolution to the player characters' story when everything comes to an end. No real reason why anything was done, and no real coming together of anyone. Sure, completing the game at 100% might change things, but it feels cheap to go out the way 2Dark did. As a character you are probably worse off than when you started this whole stupid adventure. In the end 2Dark is a solid game that plays really well, but tells a clumsy story that is more interested in shocking you for the sake of shock, than to tell a good story. It's a lot to do with child abuse and murder, but it feels utterly wasted here. In the early 90s this would have been groundbreaking and newsworthy for what it does, but today it's simply a good game with a story that simply tries too hard.