![]() Other than that there’s no save system, which can be annoying if you need to quit mid-chapter. The game is broken up into eight chapters, with an autosave occurring at the beginning of each. You can also manipulate your environment directly, pushing and pulling large objects when you need to reposition them to climb, bounce on or hide behind. You can pick up items as you find them, which for the most part go into your inventory (to be automatically called back up when a puzzle requires), but a few multi-use objects will instead appear as part of the interface with a prompt explaining how to access them. Once you’ve made it past an area you won’t need to return, so there’s no backtracking. In each setting, the boy encounters a new creature or structure that he has to sneak past or outwit. Each screen is organized so that obstacles and points of interest are easy to discern there’s an option to have hotspots marked when you approach them, but it's turned off by default. ![]() There were a few puzzles where the logic was less clear and I wound up proceeding through trial and error, but those were the minority. Most of the time I knew what my goal was and what needed to happen next without having to be told. The keyboard/gamepad controls are explained through on-screen prompts-left and right for movement, up to jump, with a separate key for using/interacting-but that’s the last bit of hand-holding the game will do for you, as you’ll have to discover the rules around each obstacle on your own.įor a game with precisely zero intelligible dialogue, the process is remarkably intuitive. There’s not even any dialogue to center you, as characters converse through pictographic speech bubbles accompanied by character-appropriate mumbling and grumbling sounds. The game drops you into its world with little preamble, so that the big forest is just as forbidding and alien to you as it is to the protagonist. The journey is full of unexpected twists and turns, with an unexpected villain lurking at the heart of it all. Along the way he’ll have to charm, avoid and outsmart numerous strange and dangerous creatures, including an agoraphobic goblin, a hungry witch and a music-loving ball of hair, all of whom hold clues that can guide him on his quest. The remaining boy sets off in pursuit, unsure of what’s happened to his sibling but unwilling to abandon him. Before he can catch it, though, two hideous beasts appear, grabbing and dragging him away before his brother can see where they’ve gone. Like the best bedtime stories, it’s full of spooky characters, unexpected situations and daunting challenges, but its short length and a troubling resemblance to established work detract somewhat from the experience.Ĭreepy Tale begins inauspiciously: two boys wander into the woods on a mushroom-picking expedition, when one spies a golden butterfly floating by and runs after it. ![]() After all, what could it hurt? All the messy, contradictory impulses at the heart of our fascination with fairy tales are on full view in Deqaf Studios’ Creepy Tale. The forest is full of beasts and shadowy things, so of course we’d never go alone.but that doesn’t mean we can’t look around when we’re in there, does it? Just a little bit. Wrapped up in that simple setup are two of our most natural desires: to stay safe from what frightens us.and to approach it. You’ve heard that one before, haven’t you? Of course you have-it’s an old, old story, as ancient as fear and as human as curiosity. ![]() Once upon a time, two children journeyed into the deep, dark woods…
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