Video games have often allowed the player to enter the role of a villain with great effect. Whether it's the dastardly deeds of or the potential to go down evil routes in series like, there are many great games where the player is a villain. Enter , from Strange Scaffold and Frost Pop, where the player is responsible for some extremely nefarious acts; but is there a valid reason behind them?
comes from the developer behind a wonderful assortment of creative games, including the likes of neo-noir shooter, the indie strand-like , and animal poker simulator. Strange Scaffold regularly comes up with incisive ideas, and is no different, asking the player to stalk, abduct and ritualistically kill people in the name of a god called Zimforth. If the player doesn't complete these requests, then Zimforth will end the world — or so the player character believes.
doesn't take the approach to gameplay some may assume from its synopsis, as rather than a stealth game or action game a la shock titles like, instead, it's more of a narrative-focused puzzle title. The player is provided with something akin to the timeline of video editing software, with pockets of time throughout a target's week that are currently hidden. The player must then choose how to stalk or investigate the target in question to find out parts of their routine, using up parts of their time limit to find a sacrifice and potentially alerting the target themselves. Eventually, the player can then abduct the target, and must perform a ritualistic killing with specific steps determined by the daily life of the target in question.
It's an interesting and rather unique setup for the game, and eases the player into its approach. Starting slowly and allowing the player to take a trial and error approach to each mission, steadily things become more complex, requiring the player to review multiple potential targets to identify the correct one via some sleuthing and detective work. Keeping an eye on Zimforth's requests
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