EDGE

The Inpatient

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PSVR

Developer Supermassi­ve Games Publisher SIE Format PSVR Release Out now

Wouldn’t you know it, we’ve only gone and got amnesia again. The use of a classic horror cliché is perhaps appropriat­e: Supermassi­ve Games’ latest serves as a prequel to Until Dawn, the schlocky 2015 slasher that subverted contrivanc­es with wicked glee. You’ll find no such verve in The Inpatient, however. This is a lifeless VR horror that manages to make a monster-infested mental asylum boring.

The series’ infamous Blackwood Sanatorium and its staff are in fine nick, all sumptuous ’50s decor and craggy faces with glittering eyes. After a wheelchair ride through the facility you’re thrown into a cell, where the majority of the game’s first half is spent. Picking up sparkling objects flips scenes between reality, memory and the collapsing corridors of a surreal dreamscape. Cheap, but effective, jump scares provide welcome hits of adrenaline in lieu of any tangible atmosphere.

With the sanatorium outside supposedly descending into wendigo-related chaos, there’s only your cellmate for company. Conversati­on is, in theory at least, a smart conceit: you can speak lines aloud, voice recognitio­n technology and the headset’s microphone determinin­g which dialogue choice you’re reading. Delivering a sarcastic retort and having it recognised provides the Sanatorium owner Jefferson Bragg is highly underused, appearing in the unsettling opening before going AWOL for most of the game. A late choice involving him is moot: thanks to Until Dawn, his fate is already sealed illusion of acting in a horror flick – but certain sentences won’t play ball, even when we use a monotone pitch, and picking the alternativ­e, working response out of sheer frustratio­n becomes common.

Until Dawn’s ‘butterfly effect’ choices return, key decisions leading to drasticall­y altered chains of events. But nearly every pathway is riddled with plot holes. Any meaningful backstory The Inpatient attempts to give Until Dawn is lost in shoddy constructi­on: our first run never reveals our cellmate’s hidden identity, or gives us more than a vague idea of who we are.

A constant in every playthroug­h is the ineffably dull back half, which has you slowly following two fellow strandees through the bowels of the sanatorium. The sole glimmer of wasted potential is the VR-compatible return of Until Dawn’s ‘Don’t move!’ mechanic in one scene: afterwards, it’s back to sitting through thin exposition, or yawning at blackness for long stretches while listening to shootouts occur off-screen.

The cracks show frequently (the reuse of character models from Supermassi­ve’s recent Playlink release, Hidden Agenda, is particular­ly distractin­g). If there are ways to disguise the smaller team and budget required to make experiment­al fare viable, The Inpatient doesn’t appear to employ any of them. It’s yet another curiously half-hearted side project from Supermassi­ve that, appropriat­ely, won’t linger long in the memory.

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