Summer Camp of Darkness and Psychology

The psychological horror, The Chant tells a tragic story that starts slowly but improves as he progresses.

The center of the summer camp of spiritualism is a strange cube that serves as a kind of route point for many trails.

Jessica Friars Rush

Perhaps I am too accustomed to starting adventure games with a small interim video to start with a relaxed chat. Before The Chant barely starts, the darkness surrounds the Jessica Protagonist, and the scary chase starts. Of course, controls are taught in the middle of the chaos. There are not many basic functions, so they learn right away. In addition, tutorials help with new things.

So the framework is in order and there has never been any complaint in the technical implementation. However, after an interesting start, things fall like a failed pancake. The horror atmosphere dilutes, the atmosphere is relaxed, people talk nice with Jessica, and the story following the linear path runs as a railway car on the same routes, but at an extraordinarily lazy pace.

Worst of all-no map or even route points. Fortunately, help can be obtained even with a slightly different guide signs. Too much, very often, the only option is to wander around looking for people, objects and routes-usually in dead ends. Nobody speaks other than pre-prescribed shifts. Occasionally, however, an alternative approach is offered through, for example, persuasion, kindness or pressure through three different replies.


Take that bar! Softening can sometimes anger enemies, causing them to turn on with rage. In this case, for example, the salt dose is in place to calm Orwell.

twist the crank to get a little momentum

The beginning of the adventure is downright frustratingly slow. Jessica’s running speed-if you can call it-is like lazy jogging when moving from one place to another. To the detriment of the girl, she suffers from fear of darkness, which giggles the so-called rational meter in slightly darker points. For first aid, meditation in illuminated areas helps with this, but by screaming lavender plants, the nerves calm down more effectively. The most special, however, is that, during the nerve meter, Jessica gets a pretty speed boost with a panic attack to escape, as it is not possible to use weapons.

In a way, sluggish spending is also the strength of The Chant, as the frightening aspect remains suitably on the stumps. Particularly in the game’s sound world, the points of the game collected in the ears of the home, as small, mood-fitting sounds combined with strange views and Jessica’s tragic past at best create a really strong impression. In some places, the experience can be well equated with a living life through a little imagination.

Of course, the very pleasant and gloomy scenery can be admired in peace with the sluggish progress. And sometimes the music suitable for the mood also enhances the impression in the background.

Prism stones can be used to increase, among other things, the nerve meter, the sustainability of Jessica and the extent of the inventory. Not everyone can be fully fully ranked, so reflection is necessary.

Monster with an open palm

Along with exploration and saying, Jessica is lurking up by many dangers, which usually jump in front of the eyes, accompanied by a screaming cry. Different types of bars are typically used as defense, each of which works differently between enemy types. For example, a fire-shaped stick does more damage to the meat and blood enemies, while the weapon of spiritism is returning Jessica’s rational meter with hits.

Other defense measures include, for example, flammable liquids and spiritual abilities that can, for example, slow down or harm the running Oriel. Salt, on the other hand, can soothe or slow down too much enthusiasm. Unfortunately, the lack of resources makes the game hard too much. Although I was studying all the stuff, I was occasionally used in situations where all melee weapons had been used and the construction of new ones was impossible due to the materials. An annoyingly mere weapons are already decomposed after about 20 successful strokes.

I also think that is a bad solution that mega guns have to be used if one is in the inventory, because they would preferably save them in worse places. However, in the absence of a weapon, Jessica can push or chilly monsters with an open palm, which seems undeniably amusing, especially when much bigger Orwell hits. Very typically, however, resources are shared more generous, for example, before a bigger boss battle, but they sometimes have to resort to slipping. To top it all, some vermin uses the same supplies, so sometimes you have to guess what you would build.

This overweight frog was the first enemy to deserve a grade resistance. After many attempts, it fell, although the starting point for the metrics was poor. Jessica’s evasion is very light, but the alternative is also a larger leap in the desired direction. This panic tackle makes Jessica whistle in the tantra.

Basic cutting and adventure, but there would be potential for better

Although the psychological horror atmosphere is one of the strengths of the newcomer, it cannot be compared to much more chilling gaming experiences such as Visage, Resident Evil 7, Resident Evil Village, Outlasts or Agnes: The Dark Descent. Honestly, I was scared only a few times a few times during the story of about 9 hours, but there would have been a lot more seams to scare. It should remain a mystery why the game makers did not use such great potential, for example, darkness and strange shows alone are not enough to enhance the scary atmosphere. In addition, except a few bigger creatures, the monsters were quite low, at least when playing at normal level.

However, it must be said that the adventure was definitely ascending. After the start of the harshness, a few intelligent puzzles, more challenges and these scary situations were available. The story also got more interesting twists and turns. Sure, the battles were still mostly familiar with the stinging staples, but at the same time, the open-minded capabilities also cheered on clashes, although they could not be used very often due to a shortage of supplies. With the good latter half, I ended up adding to my grade for the fourth star, although initially I was strongly in favor of three sacristy.

So who did that dirty job? The picture gives a pretty good hint of this.

However, a couple of technical gray pieces must be mentioned, even though they overshadow the whole to a relatively small extent. First, there is no manual storage, but automatic storage does the job. The question is, when? In the lower corner of the screen, a flashing storage icon when you often don’t notice. The nerves really came back to one of the longest puzzles in the game, as I had to return at worst up to about 10 minutes back after all in the middle of everything. This is perhaps the longest puzzle game, which requires many successive successes.

In addition, Jessica has a flashlight that works automatically-or could you say on your own. In certain dark points, the Dodoma staple when it does not light at all, which sometimes interferes with unnecessarily exploration. Sure, you can always cheat by brightening up the views of the game’s menus, but I’d rather not do it.

The newcomer also has a re-play value, because with the choices made in adventure, the story has three different ends. The price is also reasonable, as at the time of writing, The Chant comes off for $40 from both Xbox and PlayStation. As a whole, this is a better psychological horror adventure than average, even though the sharpest tip is not reached.