EDGE

HOUSE IN DISORDER

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Levels are procedural­ly generated, presumably with the intention of encouragin­g multiple playthroug­hs. Which might be a good idea, if the resulting locations weren’t so lifeless and difficult to parse: identikit rooms that lead to one another with no obvious logic. This makes it difficult to guess where you might want to search for valuables and to remember where you’ve been, leaving us to rely on an in-game map that has its own set of problems. This is without mentioning the technical mishaps with rooms that don’t fit together properly, leaving gaps between them or invisible walls that block progress. Worse, though, is the sense that we’ve been denied the most basic pleasure of virtual burglary: a chance to nose around someone’s home.

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