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After 2 months of working at Hackett summer camp, 7 youth mentors of the camp including Abigail, Kaitlyn, Nick, Emma, Ryan, Dylan, and Jacob decided to throw an all-night party to say goodbye.
Although the owner of the summer camp – Chris Hackett – insisted that everyone should close the door and sleep for the rest of the night, the group voted to ignore his words.
During the party, the group of young people was hunted by creepy and bloodthirsty creatures that appeared out of nowhere.
But, the nightmare did not stop there, when the group of young people discovered they were also being followed by strangers, armed with weapons, with bad intentions.
What’s going on at this summer camp? Where do bloodthirsty creatures come from? Who are the unknown weapon owners? Will the youth group hold out until dawn?
These questions can only be answered by the player.
If in the previous game of Supermassive Games – House of Ashes – the writer criticized the feeling of fear was not done well, this has been improved in The Quarry, through many factors.
First, in the main cast. No longer controlling an elite group of soldiers, our characters this time are just unlucky teenagers. With limited self-defense and few weapons, most of the player’s time is spent running away or hiding from the sight of a pursuer.
Having to press the QTEs to be able to run away smoothly, or make the minigame “hold your breath” until the chaser leaves make me always tense because mistakes can lead to death.
Second, it is the atmosphere of the game.
Taking place at a summer camp at night, most of the game’s setting is shrouded in darkness, and although it is possible to predict when something will happen and when it won’t, the writer still feels anxious when having to find out areas in the dark.
That’s because the game sometimes “suggests” that someone, or something, is lurking in the distance as if saying “that as long as the teenagers are in summer camp, they’re still in danger”.
Although not a big fan of the horror movie genre, the writer is quite pleased that Supermassive Games has included many elements of gratitude to this film genre, especially in the 80s period.
The game’s summer camp setting, the character lines, and the evolution of the story, these factors all remind the writer of horror movies that he’s seen.
Because of this, the writer could have made sure that the group of teenagers under his control lived to the fullest, just by avoiding all the stupid decisions that often occur in these movies.
The gratitude is even more evident in the menu section when we see the events of the game recreated in the style of a classic movie cover, with beautiful drawings.
As a game that builds around player decisions, The Quarry has done a good job of ensuring that decisions lead to different consequences.
Even decisions that seem too small can inadvertently affect the survival of the characters later on.
To be able to fully explore the consequences of the chosen decision, we will have to play it over and over again, which gives the game a high replay value.
The Quarry allows us to reselect the completed chapter, so if you want to test a different decision near the end of the game, you don’t need to worry about playing from the beginning.
One mechanism of The Quarry I think is quite interesting is “Movie Night”.
This is an item that allows players to define who will live, and who will die, through factors such as their combat acumen, chat personality, etc.
Once the setup is done, the game will automatically play out like a movie. This is a pretty useful mechanic if you want to know how all the characters will live, or if I missed anything during the exploration.
Although there are points that do better than the previous game, The Quarry also has significant minus points.
The first is in the facial expression array. In some cases, the eye and mouth movements of the characters are somewhat unnatural, creating a feeling quite … “strange”.
Next is the audio array. Sometimes, the characters’ dialogue will happen earlier than usual, overlapping, or not matching the subtitles.
Third, sometimes the game will appear “plot hole” (hole in the story, that does not match the previously established circumstances – NV).
Finally, there are some lines between the characters that are unnatural, causing the conversation to suddenly go in an unrelated direction or repeat what was just said a few sentences earlier.
The game also has some elements that should be done better.
The first factor is the mechanism of the relationship between the characters.
Depending on the action and conversation choices, the game will signal to us that “Character A is preferring character B” or “Character A thinks character B is mean”
But, no matter what the characters think of each other, the writer does not feel it affects his playing process, especially when he has played 2 turns.
The second factor is in the exploration part of the game.
In some exploration segments, the game takes us into a relatively wide area. Even though the game has established that in this scene, our characters need to explore quickly, we can only control them… walking slowly!
Even when using the game’s “fast go” button, the movement of the characters is still too “sloppy”, which makes the exploration segment easy to become boring.
where can you get a The Quarry online
The Quarry – PlayStation 5: Buy it now
Vampire: The Masquerade – Swansong (PS4) & The Quarry – PlayStation 4: Buy it now
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