Alfred Hitchcock Vertigo test: the new Pendulo Studios gave us cold sweats

    Alfred Hitchcock Vertigo test: the new Pendulo Studios gave us cold sweatsFirst of all, it seems important to us to clarify a crucial point: despite appearances, its official character, and whatever the developers and press releases say, this Vertigo game is in no way an adaptation of the eponymous film by 'Alfred Hitchcock, better known to French speakers as Sueursfroides. The era, the characters and the scenario are totally different, and only a few "meta" winks connect the feature film to the game. Thus, one of the characters watches Cold sweats in a cinema at the start of the adventure , and later talks about it as his favorite film through an innocuous dialogue. As for the fact that the cinematographic hero and his video game successor both suffer from vertigo, this is also a simple reference. Determining in the work of 1958, this phobia does not play the same role here and turns out to be much more anecdotal. The Hitchcockian aspect of the game comes mainly from the general atmosphere, which also recalls that of the Twin Peaks series or Alan Wake. Moreover, the main protagonist here is also a very troubled writer. The introductory sequence introduces us to Ed Miller who wakes up near a bridge, finds that his car has fallen into the ravine, deduces that his wife and daughter are dead, then sees his own father jump off the bridge. . Problem: his father is already dead years ago, absolutely no body is found in the wreckage of the vehicle, and Ed is well known to be a celibate celibate for years. This is enough to call into question the mental health of our hero, who will have to collaborate with psychotherapist Julia Lomas in order to disentangle the true from the false, put his memories in order, and clarify multiple areas of shadow. The two characters are also playable according to the sequences, as well as Sheriff Reyes who is investigating the accident.

    Alfred Hitchcock Vertigo test: the new Pendulo Studios gave us cold sweats





     

    VERTIGO OF DISAMOUR

    Alfred Hitchcock Vertigo test: the new Pendulo Studios gave us cold sweatsIf this multiplicity of points of view serves the scenario, it has on the other hand almost no influence on the gameplay, which remains minimal in all cases. A few trips to relatively closed places, a few objects to observe here and there, a few dialogue choices that too rarely have real consequences, and you're done! Without forgetting the essential "Quick Time Event" à la Quantic Dream or Dontnod Entertainment, such as hammering A or making arcs with the stick to simulate the action presented on the screen. These true-false interactions are all the more disappointing in that the fact of succeeding or failing them is most often of no importance. It's only about boosting the player in the most basic way. This point is all the more problematic as the game suffers from many lengths, and often fails to be entertaining. Some actions are simply off-putting, like this passage where you play Ed Miller as a child and where you have to store the groceries! Putting paper towel in a shed, putting vegetables in the fridge and placing bread on a table using elementary QTEs obviously has absolutely nothing exciting or interesting about it. However, the developers almost had a stroke of genius by allowing us to practice hypnosis sessions on Ed. The idea is as follows: to relive certain altered memories previously evoked by the hero, and to detect inconsistencies in order to restore the truth.

    Alfred Hitchcock Vertigo test: the new Pendulo Studios gave us cold sweats

    Alas, these phases are extremely linear and never put our brains to work. Just go to the place in the timeline indicated on the screen (the possibility of rewinding the action or fast forwarding is therefore in reality useless) and click without thinking on the various interactive zones present in the scene for the game to unfold its plot quietly. It is also the plot that saves the game from disaster, because the scenario offers us multiple twists, most of which are impossible to see coming (apart from the ultimate "plot twist", but it is not very serious). The art direction is also commendable. We find in particular the "mouths" typical of Pendulo Studios, which helps to remember the different protagonists and to immediately and unconsciously capture their personality. Moreover, the adventure would have benefited from being presented to us as an animated film rather than as a game. Because it is very difficult to ignore the various playful faults. Slowdowns (even though absolutely nothing magnificent is displayed on the screen), various and varied bugs (text that protrudes from the screen, scene suddenly plunged into darkness, character who becomes invisible for a few moments, etc.), and Far too many loading screens answer the call.




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