![]() I’d say that the pacing could have done with some relaxed moments, but I’m a wimp. I mean, I hated the game for it, but the number of times that the game unsettled me, exactly when I didn’t want to be unsettled, was magnificent. It can get a bit much – even opening a drawer can release a guttural roar – but Visage does a superb job of layering rain, creaks, moans, camera clicks and radio static to make this a constant, threatening soundscape. It also has one of the most effective audio designs in recent memory. A moment with a shotgun will stick with me. SadSquare Studios clearly didn’t leave their humour at the door, as so much of Visage can even be funny, and I laughed out loud more than once. The world drops away to leave you in a dark room and a single ring of mirrors. This is a game that has a lot of fun messing with reality, not only when shifting things around the house to mess you up, but also in creating memorable scenarios that will stick with you. ![]() Reality warps and twists to become horrific Escher paintings. An imaginary sewer runs beneath the house. Mirrors will suddenly appear across the house, acting as portals to alternate, Silent Hill-like versions of the house. But it has another brilliant tool in its toolbox: this is a psychological horror as much as it is a pure horror, and the house will flex and bend with the chapter’s themes. Visage does obvious stuff, like opening locked doors, and letting you bust through areas with a sledgehammer. It must have been a fascinating level design challenge, as each of the different chapters plays out in the same house, with the same layout.
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