La edición Deluxe del juego incluye:
Elena Elkhorn se embarca en una desgarradora aventura para encontrar a su padre.
La joven Elena Elkhorn se embarca en una desgarradora aventura para encontrar a su padre desaparecido y descubrir los secretos de la Mansión Willows. Ayudándola en su travesía está un amuleto singular, un regalo de su padre, que le permite proyectar su espíritu en el mundo fantasmal y comunicarse con los muertos.
Juega como Elena para hallar a su desparecido padre, utiliza la proyección astral para resolver todos los puzles y enigmas de la mansión, ayuda a las almas que quedaron atrás y descubre mucho más en Whispering Willows.
Características del juego:
• Sumérgete en un hermoso mundo en 2D dibujado a mano mientras atraviesas la mansión.
• Permite que la encantadora música y los escalofriantes efectos de sonido te pongan la piel de gallina.
• Deja que la historia de la Mansión Willows te envuelva en una trama llena de giros y traiciones.
• Explora la gran mansión y desentierra sus desconcertantes secretos mientras buscas a tu padre desaparecido.
• Primer premio - Seattle Indie Game Competition
• Mejor guión - Casual Connect Indie Prize
• Juego más inmersivo - OUYA CREATE Game Jam
• Financiado con éxito en Kickstarter
• Ganador - Cerebral Indie Developer Grant
© 2014 Night Light Interactive All Rights Reserved.
Whispering Willows is as average as it get. The game isn't bad per se but really doesn't try to stand out from the wide array of other similar adventure games available on Steam. The artstyle ranges from pretty great (most of the gameplay) to really terrible (the cutscenes) and the puzzles are really nothing to look forward to. While the story is somewhat interesting and atmospheric, it's also really cliche? and wouldn't have a lot going for it if not for the shamanic aspect of it. It's technically not a bad game, I can't say I hated it, but it just really didn't impress me. Can't really recommend it myself
Whispering Willows is a terrifying puzzle game that narrates the story of a game in a particular style, along with many frightening elements. Its gameplay is classic and 2D and reminds some of the memorable games. If I want to mention some of the positive game's point, the quality of music and the beauty of melodies that played. Sometimes, the combination of these melodies with horrible scenes of the game put memories in the human mind that will remain memorable for a long time. The game has five chapters, each of which has its own unique beauty, and these interesting levels, plus the beautiful and emotional story of the game, make the player's mind involved in the game.
How can a game this day and age not support 16:10 resolutions? I have to play in windowed mode so the screen isn't distorted, which detracts from any immersion now that I can see everything on my desktop around the edges of the game. I tried to find a .ini file that would let me manually set the resolution but there doesn't seem to be an easy way around it. Going by the file structure it looks like this game was made in Unity, which should automatically support all common resolutions out of the box, I have no idea how the developer managed to impose such restrictions. Entering and exiting a menu will restart the song playing on the main screen. Very jarring and sort of hilarious to hear the starting piano note "gong" constantly when changing the settings or reading notes. The cinematic before reaching the main menu is exactly the same as the cinematic when starting a new game, it's a silly bit of redundancy for those who like to sit and watch opening an cinematic in each of their games. You can use a controller but icons for the buttons continue to show up as a keyboard's bindings instead of a joypad's, this is another simple issue that could easily be fixed in the Unity engine. The quality of the illustrations used are pretty high. Characters and backgrounds stand out quite nice, especially when the protagonist transforms into a spirit. The only downside is that the poor animation holds the game back. It seems like animations are running at 12 frames per second or less, typical for a cartoon like The Simpsons or Family Guy, but here they aren't as fluid or flexible. I'm reminded of point-and-click adventure games from the late '90s, but even then the movement of characters in games like The Curse of Monkey Island had some top notch animation despite being faced with limitations at the time. The sound design leaves a lot to be desired. Flickering flames sound more like someone blowing softly into a microphone than crackling fire. Two or three types of footsteps and a droning, ambient soundtrack filled with tribal percussion and piano keys is all that you will hear for a significant portion of the game. Upon investigating an item the character will usually let out a strange sigh, whether it being one of relief or fear I can't quite tell. Exploration is a chore, a tedium that should have been left back in the '90s. Every door you'll come across will be locked in some way or another, requiring you to move from room to room and location to location in the hopes that at least one of these doors you come across will be accessible. Then you'll find an item only to be forced to backtrack in order to open the first locked door, where you'll find another item that opens the fifth locked door, and then solve a puzzle that opens the third locked door. Repeat, ad nauseum. Madness. There aren't enough opportunities that let you take advantage of the spiritual transformation mechanic. Its only purpose is to slow you down, whether through obfuscation or other means; there will be rooms with tiny holes that only your spirit can pass through but you'll have to keep a keen eye out as they're easy to walk past. Sometimes you'll use this power to speak with other spirits yet they generally won't divulge any beneficial clues or information that you couldn't have worked out yourself. Whispering Willows is a slow and tiresome game to explore. It would have been better suited as a typical point-and-click adventure game, it certainly fits the mould so I am unsure as to why the developer chose the method that they did.
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