Daylight review
http://www.gamebasin.com/news/daylight-review
You wake in an empty hospital. This is never good. You press forward, squinting into the unknown.
Suddenly you hear voices, a giggle from the corner of the room. It’s close—a little too close for
someone with only a smartphone, glow stick and flare to defend themselves. A stack of boxes
tumbles to your left and you book it, sprinting in whatever direction you can because anywhere is
better than here. As horror concepts go it’s solid, if a little safe. Satisfied you’ve outrun whatever
it was, you turn around. The noises start up again. This time you don’t run. You wait to see what
happens. And what does happen? Nothing. Nothing attacks, nothing chases. It’s all smoke and
mirrors. That’s the first hour of three in indie horror Daylight. You begin to figure out that the game
wouldn’t be so unfair as to spring a monster on you without giving you a means to defend yourself,
so all it can do is threaten. Oh look, a girl is on fire. Oh look, someone is walking towards you. Oh
look, they’ve flickered out of existence meters from my face. These aren't so much scare tactics as
F.E.A.R. tactics. When you realise you can’t be killed, everything becomes a toothless threat.
But Daylight soon reveals a toothier villain. The ghostly shadow who stalks you through these
endless corridors can kill you if she catches you, blurring your vision with mysterious Rune markings
until you fall to the floor, screaming. Combat is binary, though: if you have a flare you'll
automatically burn her to ashes, temporarily vanquishing her like an Amish T‐1000, and if you don’t,
you’re dead. She soon becomes more an annoyance than an Amnesian nemesis, announcing her
presence by wailing in your ear and making your phone buzz with static. You have just three items
to use in Daylight: a mobile, a flare and a green rave‐style glow stick. Rather than add to the horror
by handicapping you, by rendering you severely under equipped, they merely limit your options.
Let’s start with cellphone. It tracks your environment in real time, visualising its labyrinthian turns
and dead‐ends as a series of blue lines. Locked doors are padlocks, items are X marks, and
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