![]() ![]() Personally, I still don’t understand a lot of what happened, but I’m okay with it since I sometimes prefer not knowing all the logistics behind the legend. These are optional additions since you often have to go off the beaten path to find them, so how much of the paranormal picture you fully understand is up to you. There are plenty of letters and notes that try to fill in some of the blanks in the narrative. While the gameplay itself isn’t groundbreakingly original, The Arrival does try to add depth to the mysteries of Slender Man. It’s incredibly tense and although it’s technically just a variation of the gameplay in Eight Pages, it still delivers the scares you’d hope for. Luckily, your torch beam can be narrowed and if shone in their face at just the right time, which is sadly closer than I ever want them to be, they’ll flinch back and you can sprint away in the hope of finding the next generator before they’re back on your heels. They’re still scary as hell, especially in the echoey mines where their frantic footsteps can be heard as they get closer. If they catch you, they’ll knock you to the floor and wail on you and if they catch you a few times you’ll die and must restart the section. They’re essentially deranged humans who are very much present in our reality and will run after you. Whereas Slender Man can appear absolutely anywhere, yet remains completely still and creepy as hell, The Proxy are the opposite. They go by the name of The Proxy, and these are people who have been possessed and now do his bidding. But what you don’t expect is that he’s made friends. Throughout the game, you expect for Slender Man to be in pursuit of you, looking dapper in his black suit, red tie, and blank expression. You’re not alone, but neither is Slender Man. ![]() For example, in the mines you must find six generators to power the lift out of there. Sometimes this might be an important key or note, but mostly this follows the same formula as The Eight Pages, in which the player is hunted while searching for a complete set of whatever it might be. Arrive at a new area with a different setting – such as woods, mines, or houses – and find items to progress in your search of Kate. Wishful thinking, for sure.Īfter heading into the woods behind Kate’s house, the game follows quite a similar pattern. Each footstep, shaky breath, and unexplained bump in the night slices through the nervous quiet, and I often will my footsteps in enclosed spaces to be quieter, so as not to be found. Again, once the oppressive silence takes hold, the powerful sound design steals the show. With a sudden scream that cuts right through me, I'm led through the back garden and into the woods behind the house in search of the screamer, presumed to be Kate. From the moment you enter the house, you feel. In the short walk from your car to Kate’s house, a bright autumn day and gentle music give way to the darkness of night and complete silence, besides the sound of your own footsteps echoing through the house.Ĭonsidering the game is quite short, the teams made the right choice by plunging the player quickly into the darkness and tension where Slender Man likes to spend his time. Side note: Kate is rumoured to be the girl who picked up the eight pages in the first game, so it’s no wonder life hasn’t been an easy ride for her.Įven just in this first area, which you arrive at within minutes of starting, the teams did a great job of building up the tension that the legend is known for. Naturally, when you arrive, she’s nowhere to be found, the house is trashed, and the walls bear insane scribblings and drawings. In this game, you play as Lauren, a woman who travels to the town of Oakside Park to help her friend Kate with plans to move house. The Arrival takes the concept of the first game – trying to collect eight pages before Slender Man can catch you – and gives it a bit more depth and narrative. ![]()
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