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Sometimes you’ll have a face to face encounter with the grudge. Typically when this happens, it takes the form of a quick time event with arrows prompting you to wave the wiimote different directions. If you fail a single prompt, you die and have to start over from the begining of the episode. There’s also ones where you hide and have to keep the wiimote cursor within a shrinking/moving ring. The most difficult QTE’s are always toward the end of the episode which is just great in a one shot no checkpoints game when the complicated deadly thing is at the end. Oh boy, I know that the more times I have to go through a gauntlet of the same exact scripted events that I’ve already seen, the more scary and entertaining it gets.
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Oh and nice mirrored/reused textures too you lazy bastards.
I did get a good score once. It works like this: knowing exactly where to go and what to do essentially gives you a low sissy score. Being apathetic toward failure and death during QTE’s gives you a low scare score. If that sounds like the perfect storm of fun, this is the game for you.
Ironically this is actually one of the least scary "scary games" I've ever played. It has the potential but I think the mechanics and the presentation kind of kill it. It's very linear almost to the point of being on-rails, (if you could go back and forth on the rails. But I guess if you were really trying to simulate a haunted house, it would be linear.) The events are all scripted and you know which ones can kill you and which ones can't. Any deadly encounters are all settled on reactionary time instead of your combat or escape abilities. There is no sense of increased vulnerability like there is with a life gauge or dwindling supplies... unless you count batteries but that's much to simplistic.
Ironically this is actually one of the least scary "scary games" I've ever played. It has the potential but I think the mechanics and the presentation kind of kill it. It's very linear almost to the point of being on-rails, (if you could go back and forth on the rails. But I guess if you were really trying to simulate a haunted house, it would be linear.) The events are all scripted and you know which ones can kill you and which ones can't. Any deadly encounters are all settled on reactionary time instead of your combat or escape abilities. There is no sense of increased vulnerability like there is with a life gauge or dwindling supplies... unless you count batteries but that's much to simplistic.
Finding batteries around in the levels is necessary to progress. Think of it as life support. If you run out, you die. Typically the hardest thing is finding that second battery in the short time you get before your first one runs out. After that it’s usually not an issue if you keep your eyes open.
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In order to unlock episode five, (the final episode,) you must collect all of the torn pieces to all of the secret paper documents scattered throughout the levels. What did I say before? I want to collect all of the pieces? Well not now that I have to do it to finish the game. Now it’s tedious and boring.
I got stuck on episode five during the cat event. (Think Neo dodging bullets from agents but instead of shooting bullets, they’re throwing cats.) I couldn’t figure out the final gesture so I kept failing it. For the longest time, I thought it was just up but it’s actually thrust as in thrust the controller at the screen. Oh, sorry. I was confused because the arrow wasn’t three-dimensionally pointing through the screen. My first question is why is the arrow placed near the top of the screen where up always goes instead of in the middle where it could carve out it’s own niche? My second question is why don’t you establish what the gestures are before hand so that people can recognize them on screen? Up to this point in the game, I had gotten by with just the four movements on a two dimensional plane, up, down, left and right and those didn’t need explanations but when you pull this shit out of thin air, it’s confusing. It makes no sense to introduce two new gestures at the very end of the game.
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It’s hard not to compare Ju-on to Calling since they have many similarities. I can say without a doubt though that Ju-on succeeds in being better than Calling. That’s not saying much since Calling holds the distinction of being the worst game I’ve ever played released on a major console. Ju-on can beat Calling simply by virtue of being a shorter game.