EDGE

Transferen­ce

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PC, PS4, PSVR, Rift, Vive, Xbox One

Developer SpectreVis­ion, Ubisoft Montreal Publisher Ubisoft Format PC, PS4, PSVR (tested), Rift, Vive, Xbox One Release Out now

Elijah Wood and his collaborat­ors at Ubisoft Montreal have, it would seem, played a lot of PT. The actor’s production company SpectreVis­ion has so far overseen a series of twisted thrillers and horror films, apparently looking to birth the next contempora­ry cult classic. Transferen­ce only bucks the trend because it’s interactiv­e, but while it undoubtedl­y benefits from SpectreVis­ion’s genre experience, it owes plenty to Hideo Kojima’s terrifying teaser. It’s set in a single location that may be static but is never quite still. It’s disturbing because its domestic setting is at once so recognisab­le yet clearly a few degrees away from normality. And in a more straightfo­rward sense, it’s a firstperso­n exploratio­n game with some good scares.

It’s an experience that’s naturally best served by PSVR – not least since you’re essentiall­y inhabiting a souped-up VR simulation anyway. Its premise imagines a piece of technology that can transmit one human consciousn­ess into another. And who better to be the guinea pigs in such an experiment than one’s own family? At least that’s what Macon Blair’s scientist – occasional­ly calm, often manic, consistent­ly dishevelle­d – believes, but as we watch him entertaini­ngly unravellin­g in a series of video logs, it’s clear something has gone badly wrong. Hopping between his perspectiv­e, his musician wife and their son (whose apple hasn’t fallen far from the tree) over the three hours, we get to find out what that might be.

Not that the answers come easily. The story is necessaril­y fragmented, as technical hitches intrude, whoever’s head you’re currently inside. Floating lines of code denote an absent object; an error message will give you a clue to its nature, and it’s your job to retrieve it. These are not, fair to say, the most taxing puzzles, but several involve some enjoyably circuitous navigation. Doors you can pass through in one consciousn­ess are obstructed in another, and in one sequence you find yourself looking up at the ground, opening filing cabinets that hang from what is now the ceiling.

This isn’t the kind of game that says ‘Boo!’ every five minutes, but there are jolts, and they’re efficientl­y delivered. One deeply alarming set-piece leaves you trapped as a strange, hostile anomaly manifests nearby, with no exits to run to; another forces you to head directly towards a persistent banging noise instead of doing what comes naturally – namely, backing away slowly and cowering in a corner. It clearly demonstrat­es that fighting off apparition­s or gunning down zombies can’t hold a candle to simply being present and vulnerable inside a nightmare. That’s why, despite the occasional stumble and sticking point, Transferen­ce will frequently leave you transfixed.

 ??  ?? The closing stages trade unease for intensity, as environmen­ts get stranger and the bleeding effect between consciousn­esses grows more pronounced
The closing stages trade unease for intensity, as environmen­ts get stranger and the bleeding effect between consciousn­esses grows more pronounced

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