![]() Ĭhris Hall of 148Apps scored the game 3.5 out of 5, the same score he had given to the original game. On GameRankings, the iOS version holds a score of 57.50%, based on four reviews, and the PSP version holds a score of 53.33%, also based on four reviews. The iOS version of the game holds an aggregate score of 52 out of 100 on Metacritic, based on six reviews. Upon its release, Hysteria Project 2 received mixed to negative reviews. The last page of his journal is a sellotaped page from another book, entitled "Learn how to use an axe properly." Eventually, his body and mind break down, and his journal becomes filled with strange drawings. At first, they make him feel incredible, heightening his senses and giving him limitless energy, but he then starts to experience side effects migraines, blurred vision, black-outs, insomnia, growths on his skin. These pages reveal Ortega's descent into madness after injecting himself with his nanomachines. The game ends with the black smoke re-materializing as the hooded man, and trapping the player in the basement.Īs the player progresses through the game, pages of Gustavo Ortega's journal can be found. However, he is pursued by the hooded man, who turns himself into the black smoke monster and follows the player through an air vent. A poison gas is then released into the room, but the player escapes down a hallway filled with lethal lasers, and flees into the basement of the building. Coyle's files unlocked at the end of the first game. On the computer he finds footage of his own escape from the woods as well as copies of Sgt. He then logs into Spencer's boss, Gustavo Ortega's, computer, using his dog's name. Looking around the room, he sees a screen showing a video monitor of what appears to be a prison cell holding the smoke monster from the first game. However, as she is explaining her work, the hooded man attacks the player, who escapes into a lab, sealing the door behind him. He uses the device to contact the doctor, who reveals herself to be Professor Lisa Spencer, a scientist who was working with nanotechnology in an effort to determine how a human subject would cope with having nanomachines injected into them. Escaping the hooded man, the player finds an earpiece in a bodybag. Running through the corridors, he encounters the hooded man wielding an axe and dragging a body behind him. Confronted with a keypad locked door, he discovers that the doctor has written the code on his arm. The player escapes from his restraints and leaves the room. Some time passes, and the doctor suddenly panics, saying "He's coming back." She then writes something on the player's arm and leaves. ![]() A doctor then approaches him, telling him he is exhausted and giving him an injection. As the bed is wheeled through a research lab, the man has a series of flashbacks to the first game, and his escape from the hooded man in the woods. The game begins with an unidentified man awakening in a hospital bed, to which he has been tied. Another example is found when the player is trapped in a room flooding with poisonous gas, and must manipulate a control panel to escape. For example, as the player hides from the hooded man, the only way to escape is to run into a nearby room by touching on the door, but the player has only a very limited window of time in which to do so. Puzzle solving is also more prevalent than in the original game, and tends to be combined with tapping on the touchscreen to perform context sensitive actions. These choices are not presented as text choices as they were in the first game, but are instead available directly in the in-game interface. For example, upon entering a room, the player can choose between several actions, such as looking around the room, examining a wardrobe or examining a bodybag. The decision tree aspect which dominated the gameplay of the first game is largely absent in the sequel, where decision making is more focused on selecting something on-screen rather than the choice between rigid alternatives. Swiping to the left moves the player further behind the wall, swiping to the right makes the player peer around the corner. The player must get from behind the wall to the door on the right without being seen.
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