
Trapped in the city subway system due to a sudden disaster, you explore the depths of the tunnels to find your way out. The further you explore, the more you realize there is more to this disaster...and the lurking shadows are following your every move.
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Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 43reviews | 65% | — | $14.5K |
| $7.99−60% | 22ratings | 64% | — | not modelled | |
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Update from my previous review: After some troubleshooting, and extensive help from RedMeatGames, I was able to get my HRM setup working. Some notes I have for the HRM are as follows: -It's still difficult to get your monitor connected due to the short range of ANT+, compounded by the fact that you have to reconnect every time you start the game. I'm not sure if it's possible to remember devices between sessions, but this would be a great feature in the future. -Some suggestions for the HRM in game are perhaps allowing the player to hear their heartbeat increasing or decreasing, or perhaps using the Vive wand vibrations as a more physical indication of elevated HR. I did notice my HR increasing a few times, but didn't really notice any difference in gameplay. -HRM use score: 7.3/10: It's a cool feature, but seems to lack a full payoff for the investment. Understandably, this is a new type of VR component, so it could be improved with time. Would currently only recommend to people who intend to use their HRM for other things. The game itself: -The opening scene had a lot of tension and genuine spookiness, which got me pumped for a genuinely terrifying experience. -Unfortunately, this was followed by a very long sequence without much interaction. The tutorial aspect for training the player to use items is too long, and breaks up the atmosphere a little too much. The beginning area is too large and vacant, and the rooms to explore all look the same. My suggestion is to cut the fuse puzzle to just one fuse. -The following areas are conceived much better, and the tight corridors are much more inclined towards good scares. -My biggest criticism is the movement scheme. Teleporting in VR is a common way to move, and is fine, and preferred by many. However, the giant rectangle that is used for teleporting broke all immersion and tension for me. In pitch black sequences, when it appeared, it actually hurt to look at. I'd suggest reduce the brightness of the teleporter, and remove the rectangle surrounding it. Personally, I'd prefer a movement option using the trackpad like a joystick instead of the teleporting. It's nice when games have the option for both. Additionally, the distance you teleport is so short, you find yourself mashing the trackpad over and over to walk across massive empty rooms. I suggest either reducing the size of the environments, or increase the range of the teleport. The short bursts make it feel like you're blinking rapidly, which gets tiresome to look at. -It would also be great to have hands. Vive wands break immersion. On the same note, allow the player to use their light when using other items. Overall: Visuals: 7.5/10 - Great art assets, but should be less spread out in many areas. VR visuals: 5/10 - Nauseating movement scheme and intrusive teleporting. Gameplay: 7/10 - Unique environment for a horror game. Could use more claustrophobic elements. A few areas with stairs that are unusable for seemingly no reason. Scattered notes don't seem to have a purpose or explanation. I think the mystery of the crash, and their survival is enough to entice the player to continue. The puzzles felt a bit too easy. Some were hard to physically do because the objects were not recognized by the Wand in logical areas of the hitboxes, so this could use some clean up. Overall: 6.5/10 - Bring to Light has potential, but needs some work to make it a truly horrifying experience. Movement and environment make exploration a chore in VR. The story so far was compelling, but the notes and extended sequences where nothing happen don't entice me to continue. This is a case of more is less, both in the storytelling, and game mechanics. I would recommend this game to anyone highly invested in the evolution of VR horror. If the HRM experience in is improved on, I think it can be a much more unique experience. I appreciate the overall drive RedMeatGames has to implement new accessories into VR, and hope they will continue to work on and improve Bring to Light.
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Languages: English*, French**languages with full audio support
| $19.99 |
| 12ratings |
| 82% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game from Canada. I particularly liked the last part of the game with the gems and laser puzzles. The beginning is a bit slow and tedious especially the sewer/tunnel part.
If you are looking for a conventional puzzler with an immersive horror atmosphere, then you've found it. The darkness is oppressive - you start off quite happy to be alone and unimpeded as you pick you way through wrecked subway cars, but quickly grow isolated by the reduced range of visibility. The weak, eternal cellphone flashlight gives you just enough light to keep moving, but never enough to know what's truly coming next - a nice reprieve, too, from the maddening darkness of Amnesia. The puzzles begin quite simply, giving you a chance to acclimatise to the user-friendly interactions, and increase in complexity as the game progresses. The atmospherics are excellent - the lighting, ambient sounds, story elements, and judiciously applied jump-scares all contiribute to an increasingly creepy experience. I can only imagine the impact of playing it in VR and with the heartrate monitor, where the game no-doubt merits the health warning displayed during the title sequence.
impossibilité de configurer les touche clavier !!!!!
Terrible controls. Only teleportation. No graphics settings. Unable to turn around. Can't play sitting down. There are no settings to change anything at all unless you want to add a heart rate monitor which of course everybody has & is super important to have as a setting. Was unable to teleport to the correct position after going through the 1st door to even continue battling with this game. I have no idea how other people were able to play it. I'd had enough after less than 10 mins.
Absolutely plotless. Definitely not scary. No particular lore, no characters whatsoever. Annoying monsters. Two endings, both terribly unsatisfactory. A couple of decent light-based puzzles are the only nice things in this game. Surely not enough to call the game itself good.
Il gioco non salva i progressi. Ho inviato una richiesta di aiuto ai produttori ma mi hanno ignorato. E' stata una gran perdita di tempo.
非常好玩, 十分精良的迷宫解谜,还有怪物追逐
Начало (5 минут) интересны, но потом... Просто бесконечные коридоры лабиринтов начинают мучить т.к. карты нет и не понятно совсем куда идти - можно только случайно пройти в правильном направлении (или возможно по правилам прохода лабиринта - иди касаясь стены). Душно, я даже до монстров не дошёл а уже лениво... Темно - вроде это норма но когда нифига не видно в лабиринтах без карты - бесит люто. Именно лабиринтами без карты убили атмосферу, хорошие звуки и т.п. - просто становится на них пофигу - ибо ты заблудился... и это ПОСТОЯННО! нельзя так... это печально не советую. Проблема одна - не понятно куда идти.. и это 90% игрового времени - это смерть для хоррора
好
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