No location ever feels too complicated or simplified as a result. The locales in Gylt are very expertly designed and detailed with a fantastic atmosphere to boot. I had way more fun just exploring the map and even found myself solving puzzles that I needed to do before it was required in the story. As you get a fire extinguisher that can open up paths that were blocked by fires. There is so much to do with just the base mechanics of the game and it only opens up more over time. Either by having to kill eyeballs to open paths or move ladders and aim your flashlight at certain objects to direct light in other directions to activate various. The intensity of the fight, coupled with how it impacted the story was a major highlight in the game.Įach level has a ton of different types of puzzles you will have to solve. The design for this boss was actually pretty scary and how you took it down required precision stealth to overload projectors in a theater. One of the boss fights in the game was against a spider-like person with a thirty-five-millimeter film projector protruding from its back. But there was one shining moment in the game. Considering how varied the puzzles in the game are. It is disappointing that the enemy variety is so shallow. There are only these two enemies throughout the entire game and a third unkillable type. A normal monster that can throw a ranged attack, and an enemy that can teleport and stun Sally. There are sadly only two types of enemies. You have to focus the light beam from the flashlight on enemy weak spots to kill them. You have a flashlight, tons of cover, and must either sneak around enemies. The gameplay of Gylt is very easy outside of its very few bosses. Instead, I had to turn to the combat, and puzzles in Gylt for my satisfaction. If there were more intense exchanges like this with easy-to-digest explanations of the setting, I would have left impressed. Namely when Emily points out how Sally not helping her through the rough time she was having with kids at school made her as bad as the kids that tormented her. It becomes a muddled mess with only a few standouts in dialogue that I found gripping. But when the upfront story tries to juggle both the interesting setting, and why Emily left in the first place. The environment does a good job of filling in the blanks. Considering there is almost no time for Emily and Sally to talk about the events leading up to this point. But as time went on, I found myself more confused by the setting, and unfulfilled by Sally’s journey. Finding Emily in a mysterious ruined version of her hometown filled with monsters was easy to follow. However, these messages are also very ambiguous to the point where I could only focus on Sally’s journey. The story of Gylt starts off very mysterious and intriguing but begins to devolve into a story more focused on its messages of bullying and childhood trauma. When she suffers an accident trying to escape bullies from school she finds herself on a path to finding a cable car and a mysterious old man that takes her to a dilapidated version of her hometown infested with monsters while she attempts to save Emily and herself. Emily has been missing for a while and Sally thinks something suspicious is going on while she searches for her. Gylt opens with the protagonist Sally, putting up missing posters in the hopes of finding her missing cousin, Emily. Giving this short, yet unique horror game, another chance to find a proper audience. I initially enjoyed my experience and feared it being lost when Stadia shut down.įast forward to now, and the game is on all modern platforms. But to my surprise, Gylt flew under my radar for the longest time before playing it as a test run for Google Stadia. RiME was a special little journey back in 2017 that put this development team on many people’s maps, myself included. Gylt is a third-person stealth-based horror game developed by Tequila Works, developers of RiME.
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