The proxies are an interesting addition to Slender the screams and noises that give you a heads up of their approach made a shiver go up my spine every time I heard it. Unlike their master, however, proxies are a lot more aggressive, chasing and then tackling you when you can't run away. In the original title, your one and only enemy was the Slender Man in its sequel the white face horror now has the help of his proxies proxies, according to Slender Man lore, are the servants of Slender Man. The second addition to the gameplay is the new enemy type. Interacting with the windows and doors is an interesting mechanic I only wish that it would work better. More often than not I found that I had to move or look in a certain direction in order for the game to pick up that I wanted to interact with a window this became more apparent when I was rushed to do so in a later mission. Opening and closing windows was easy and simple (grab and pull), however, it was selecting the window that was the hassle. Interacting with windows was also a dodgy task but not in the way that the doors are. Annoyances like these shouldn't exist in a horror game that's dependent on you moving quickly through an environment in order to get away from something. Using this mechanic to open/close doors isn't always as easy as it should be sometimes the door would swing back into my face and block my advance, other times I found that the door wouldn't swing shut because I wasn't moving the mouse in the right direction. To open a door the player only has to look at it, hold down the mouse button and then move the mouse in a motion similar to that of opening a real door. This is where the game teaches the player the door opening/closing mechanic. Once you've reached the house the sun has gone down, it was day time when you crashed the car, and you find that the door is closed and nobody is in the house. The prologue level introduces this mechanic to the player.Īfter crashing your car you head off down the road to Kate's house, Laurens friend. The first of which is interactivity while there isn't a lot of it – only two of the levels feature this in any prominent way – you can interact with doors and windows. There are one or two things that have been added to keep the game interesting, however. Gameplay in The Arrival is largely similar to that of its predecessor run around with a flashlight and collect a certain number of items while avoiding the tall man in a suit stalking you. These telltale signs of the Slender Mans presence add a great amount of tension to the game as you don't know when or where the mythical beast is going to appear, the feeling of his imminent approach made me nervous throughout the game. The camera essentially acts as a way of knowing when the Slender Man is near when looking at the Slender Man the camera will pick up interference and fill with static, in other cases the camera will flicker on and off or flash white light. Blue Isle Studios and Parsec Productions, developers of Slender: The Arrival, have implemented a great feature that fits both the tone and the gameplay well. The entirety of The Arrival is played through the "eyes" of Laurens camera, the games protagonist. The trees look more like trees, as opposed to the sticks with leaves that were found in the original title, and the Slender Man looks more terrifying and real then he previously did - not that that's a reason to stare of course he'll kill you if you do. The game is much improved over its predecessor the environments are much more detailed. The first thing that you'll notice about The Arrival is the new look. However, even though The Arrival hits all of those original points, it stretches them out too thin, and ends up falling flat. By Crunchyflies | Review Date: JMuch like the original Slender, Slender: The Arrival has a bone chilling atmosphere, a well done sense of loneliness, and the rare appearance of the Slender Men that keeps the player tensed up till it's released in the most horrifying of ways.
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