It doesn’t help that the player character controls aren’t very… Grounded, I want to say. The downside comes down to the puzzles and what the game expects you to pick up and use or break to complete objectives: too often things I thought I could interact with I could not and vice versa. It’s out of the player’s way and the inventory system is beautifully simple-I love it and I want more games to implement similar systems. For the most part, this game’s implementation of this immersive view is pretty good. The player character sees everything through the first-person and there are virtually no UI icons. It pains me to say this, but despite the good level design, things fall apart once you get to gameplay. The music and ambiance do a good job of being the right amount of pleasant and creepy when needed, too. The whole town is this bright and cheery suburban setting but yet eerie and peculiar-the perfect set up for kids that want to get spooked. The visuals also hold true to the colourful cast of the game and I think some of the best moments of the game for me was simply sightseeing. They don’t just look like homes, but they give players plenty of advantages against the computer, such as open vents or holes in the wall that let you keep tabs on the homeowner. Most of them are fun to explore and the puzzle mechanics within them fit the aesthetic of said character. Not just in design but how the neighbourhood and each house has an abundance of detail that really gives each level’s AI plenty of character (no pun intended). This should work in theory, but in practice leaves a lot to be desired.īut first things first, credit where it’s due, the game’s levels are great. This leaves you with a time limit as you not only need to learn your end objective and how to clear it, but also avoid the artificial intelligence (“AI”) who will toss you out and take back items that belong to them. It’s easier said than done, of course-every home has its occupants and they definitely do not want you running around and ransacking their humble abode. Each day and night, the player is tasked with ransacking a house of interest to discover clues, solve puzzles to obtain keys, and use them on the doors of the museum where the boy is kept in captivity. Hello Neighbor 2 follows a similar structure to its predecessor and, in some ways, other games like Five Nights at Freddy’s: Security Breach. After waking up back in your flat, your character becomes dead-set on saving the boy-a mission that will take you across the whole neighbourhood, being an absolute menace to your “neighbours”. Before the journalist can take action, the old man goes first, conking you out. A sequel to a game I can only remember as a fever dream of sorts, the player assumes the role of a journalist who, while keeping tabs on everyone, spots a burly man forcefully dragging a little boy, crying for help, right into his home. Hello Neighbor 2 is what I would describe as an adventure puzzler slash horror-like game developed by Eerie Guest Studios and published by tinyBuild.
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