The obvious way of bundling up Beautiful Light is probably "Hunt Showdown meets S.T.A.L.K.E.R.", and whoops, I've already committed to that in the headline. But the first game that came to mind when I chanced on some playtest footage last night was The Town Of Light, LKA's deeply disquieting game about exploring a carefully recreated abandoned asylum.
There's the title overlap, of course - it's always a bit of a provocation when horror games make a point of being well-lit. Beyond that, the two games share an interest in dessicated interiors where chairs huddle disconsolately, where the sun slides through windows whose curtains have rotted away, and the plaster flakes in ways both pretty and macabre. But where The Town Of Light gave you one rambling building's worth of encroaching hallucinations, Beautiful Light gives you a whole wilderness, where the architecture scales from "dreary forgotten school" to "gleaming underground base". It also gives you a lot of guns. Devised by Geneva-based Deep Worlds SA, this is a team extraction shooter where six squads of three gasmasked alpha-bravos compete to retrieve an artifact from a quarantine zone full of deadly anomalies.
If you have any familiarity with current market trends, that last sentence may have put you to sleep. I, too, feel my lids drooping at the thought of yet more tacti-cool shenanigans. I'd love this to have been an open world ghosthunting sim. But going by the pre-release playtests I watched, Beautiful Light seems pretty accomplished as big map bang-sneakers go. The UI relies on diegetic elements - your character has a fancy wrist screen with various tabs, and you can use computer terminals in the world as well, which reminds me of GTFO.
It seems like scouting and visibility are far more important than firepower - there's no easy enemy tagging system, so it's all about combing the skyline for silhouettes while steering clear of flat, light-coloured surfaces. The Chornobylike ambience is nicely tuned for
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