Summary

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  • Harvest Hunt offers a unique experience inspired by European folk horror.
  • Balancing stealth and offensive strategies in Harvest Hunt adds to the tension and excitement of the game.
  • I almost won. Almost.

I’m not great at horror games. I’m too jumpy and my reflexes are terrible, so I die before I can really get anywhere. But that’s not to say I don’t enjoy some horror games. In fact, I love Supermassive’s💦 The Dark Pictures anthology, but then I play those with my husband, so his proficiency balances out my ineptitude🌸. Having someone there to hold your hand also helps.

At times my awkwardness makes playing horror games all the more hilarious. A prime example of this is when I panickꦅed and punched a boss to death in The Dark Pictur🦩es - Switchback VR, despite it being a rail shooter. I got to live out that embarrassing moment in front of game director Alejandro Arque, who told me I was the only person to have defeated the boss that way. Ever. Clearly, he didn’t think I was that bad at horror games, as when I bumped into him at WASD in London, he recommended another to me—168澳洲幸运5开奖网:Harvest Hunt.

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In Harvest Hunt, you are the Warden of the village Luna Nova and must survive five nights in an eerie crop field, gathering enough Ambrosia for the village to survive, while dealing with the monst🐠rous Devourer that stalks the farmlands. You take on the role of a difꦚferent Warden for each season, and, as you progress, you slowly uncover the secrets of Luna Nova.

I spoke with Villainous Games Studio director Mark Drew, who had a front-row seat to my Harvest Hunt skills as he watched me jump in fright, panic, and generally run all over the corn fields like a headless chicken. He tells me there were a few horror inspirations for Harvest Hunt, liꦯke The Last of Us multiplayer, Hunt: Showdown and Slenderman. There’s also “a sprinkling of M. Night Shyamalan’s The Village” and other horror films set in the bayou where “the atmosphere is suffocating and laced with the sound of bone music”.

Drew explains that dark European folk horror was another big inspiration, with the team searching for “uncanny oddness in our traditions”. The visual style “took inspiration from the pillars of folk horror and physicality” while D♋rew also lists other inspirational references such as the animator Yuri Norstein for lighting quality and texture roughness, the painter Ludwig Meidner inspired the bold use of ink and distorted shapes, and to a lesser degree, games like Inscryption for their use of jarring coloured light.

You can play Harvest Hunt defensively or offensively. If you want to stealth around and gather Ambrosia before legging 🦩it to an exit each night, then you can. The mantra of running away to live another day really works here, with the Devourer putting up some really heart-stopping chases when things go awry.

Alternatively, you can tackღle the Devourer head-on. You can pick up different tools, the most common of which is a pitchfork, and try to damage it enough to drop a fragment. These can then be placed in an effigy to banish the Devoure🦂r and claim its mask, securing the win for that night and reaping a lot of ambrosia as a reward.

You have a health bar— your Vigor— and atacks from the Devourer and other threats will deplete your Vigor, but you can replenish it with certain items. Of course, things aren’t that simple. The environment is not your friend; if you start running over wooden bridges, the Devourer will hear you. If you crunch bones underfoot, it’ll hear that too. You have a torch in hand, butthis makes it easier for the Devourer to spot you. Going around in the dark isn’t an option either, though, as the warden will start to🔥 panic.

You unlock new tools and abilities at the end of each nig𝓀ht. The Whispers mechanic is a tarot-inspired card deck that gives you different skills and tools to use each night, and you can choose different strengths and fortifications, such as receiving Vigor when damaging the Devourer, being able to move faster when c꧂rouching, or using structures as hideouts so the Devourer loses track of you. You can forfeit some of your vigor to ensure extra tools are placed at landmarks too, so you have to balance the upside against losing more health and strategize well.

Each night, different cards—blessings, calamities, and mutations—come into play. The first will give the warden or Luna Nova a positive effect, while the latter two can adversely affect you by negatively influencing the village and changing the way the Devourer acts. Perhaps fiends in the water will alert the Devourer to your presence, or the Devourer might ꦬleave a cloud of toxic gas wherever it goes. Every night will be completely different, and you’ll have to plan accordingly.

The cards were inspired by folklore, notably Portuguese and other broader European traditions. “🧸[The card illustrations] were loosely based on the Tarocco Siciliano, a Portuguese-suited deck, while the Warden’s mask is based on a Careto mask used in Portuguese folk rituals. The hood of the Devourer is based on the whalebone hood worn traditionally by some Azorean w༒omen for public discretion, also.”

Drew tells me that after the team finished its first game, Please Comply, a purposefully short interactive experience rather than a fully-fledged outing, they wanted “someღthing that had more mecha♍nics than a player could get to grips with. Something that made them more connected to the environment and the story we wanted to tell.”

Villainous Games Studio is a smaller team, so it had to create something within specific time and budget constraints. Drew tells me this led to a “more systemic approach to its design.” while ensuring the premꦺise of the game “stayed true to our original pillars.” Drew says that the team ensured they served “ the core pillars of tension-driven horror, diegetic interactions, risk/reward tactics and player agency” and that their aim is to make “unusual horror games”.

All those mechanics come together to make something that’s overwhelming, but compelling. I came so close to succeeding at Harvest Hunt. Drew told me so himself as I turned around in defeat to find he had been busy watching my final moments. On my final night, I banished the Devourer while cli𝔉nging on with just a slither of Vigor left. I grabbed its mask, but there were no rations nearby to replenish my🔯 health. Luckily, the effigy was near! I ran for it, only to lose my last bit of Vigor to poison. I failed while standing at the effigy. It’s ok though, I’ll re-challenge that damned Devourer at launch.

Harvest Hunt launches on May 22 and .

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