Typical Spanish.

"Now go and entertain our American tourist".

Rumination and some scattered thoughts:
The architecture of illusions. After watching Anderson's great movie adaptations, I have a new-found appreciation for both movies and game! Built around a broken world, where artificiality is embraced, not hidden.
It's a 3D theme-park where everything is in constant shift, revealing secret paths, stairs, ladders, sewers, doors and even roller-coasters every two minutes. Nothing stays the same, all is far from natural. There is a strange sense of space, where you can track the path you have been following but it still feels like it doesn't connect. But you have to keep moving at all times, because death awaits at every corner (awareness of your surroundings is a must in here).
Every object, building and landscape follows an utilitarian approach. No one could possibly live in these forsaken and demonic places. Localization is all over the place, unable to pinpoint an exact location or time-period, with the townspeople speaking with weird accents. Enemies are at the same time really slow and far away, but turning away moves them right behind you. Like entering a new dimension.
When you set foot into the mansion, it all becomes a collection of sets and actors (and what amazing sets there are!). In the third and final act, horror is at the center. Characters enter and exit the scene like it's a walk in the park, alliances mean nothing. The only agency in your quest is Leon's one-liners and the ability to sort your inventory.
What a game.

Reviewed on Nov 26, 2020


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