- October 17, 2024
- Paul Alex M Samaniego
.redruM
Platforms
About
.redruM is a horror walking simulator that serves as a work of art to communicate a message, with minimalistic gameplay focusing on realism and visual experimentation inspired by liminal spaces and crime scenes. As a crime scene photographer, you must uncover the identity of a murderer in this disturbing and reflective experience, lasting around an hour and crafted by a solo developer.
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- The game features stunning graphics and a beautifully crafted atmosphere that effectively captures the essence of liminal spaces.
- The gameplay mechanic of taking photos at crime scenes adds a unique twist to the horror experience, encouraging players to engage with their surroundings.
- The sound design enhances the immersive experience, making it more engaging when played with a good headset.
- The game suffers from slow movement and lengthy walking sequences that can detract from the overall enjoyment and pacing.
- There is a lack of coherent storytelling, with abrupt transitions between locations that may leave players confused about the narrative.
- Some players found the jump scares predictable and the gameplay repetitive, leading to a feeling of emptiness despite the intriguing concepts.
story
11 mentions Positive Neutral NegativeThe game's story is perceived as fragmented and difficult to grasp, with players noting a lack of coherent narrative despite attempts to convey themes through environmental storytelling. While some appreciate the artistic choice to avoid dialogue and text, many feel that the disjointed locations and sluggish gameplay detract from the overall experience, leaving the story feeling underdeveloped and unengaging. Overall, the narrative fails to resonate, with an obvious twist that does not compensate for the lack of depth or connection between the game's elements.
“I liked the use of environments instead of dialogue/text to tell a story.”
“The dev reached out to me via email to explain the ending of the game and to also explain their intention with telling a story through this form of art.”
“I did appreciate the stylized choice of not including any text or voice overs to tell a story, and to rely solely on environments and gameplay to tell it instead, but when this happens it forces the player to interpret for themselves whatever it is they are experiencing.”
“The locations change but... there's nothing connecting a coherent story here.”
“Unfortunately, I felt your game's story was a difficult one to process and understand for myself in the way it was told.”
“Unfortunately, there is no story, and the twist is obvious from a mile away.”