Shortcomings in the balanceĪway from the abilities, however, weaknesses in the puzzle design are noticeable. The excursions are usually accompanied by appropriately fast-paced dubstep and synthpop sounds. Small detours into hidden ventilation shafts or over fast treadmills create nice little aha moments again and again. Thanks to these tricks, the last hours of the campaign are much more entertaining than the tough start. It is praiseworthy that arm movements are not implemented exactly, but relatively. Only when my hands reach my shirt do the virtual fingers also touch the well-fed belly of the massive warrior. The change of characters doesn’t bring a completely new body feeling (apart from the rather unfamiliar view of my own cleavage), but a welcome change to the game. There is also a lightweight pilot, with whom I finally jet over a short cart track. Or I change to a long lunger, who reaches higher swing ropes with his spindly arms.Īs a small cat I crawl through narrow ventilation shafts and as a massive metal warrior I heave skeletons off the cliff or push large balls into pits. (Screenshot: Quest 2) | Image: Stress Level Zero, MIXEDīefore a balancing act over narrow beams, I simply change into an agile runner, who can bridge larger chasms with a faster run-up. This mechanic is unfortunately only unlocked towards the end of the roughly six-hour campaign, but then provides the most entertaining moments in the game.Ī pull on the ribbon later changes the character: Here, brute force is needed to push the stone ball. This problem is somewhat alleviated by the cool new body swap between characters. Especially when climbing between twisted scaffolding and swinging ropes, inaccuracies in the controls gave me some annoying falls into the depths. The disadvantage of the hefty physics engine is that my character gets tangled up in the environment relatively often. Heavy conference tables and other things also feel appropriately heavy when moved. An axe only develops enough force with two hands and at the right angle. Similar to The Walking Dead: Saints & Sinners (review), the weight of heavy objects is really noticeable. The physically correct implementation at least provides some fun in the fight, even if it lacks challenge. I can even turn garbage cans or shopping carts into weapons. The nail club, morning star, and other weapons also prove effective. Most of the time, I just sprint out of cover, hit them with the sledgehammer, and then easily finish off two more colleagues. Even stronger patrols with assault rifles walk through the rooms surprisingly inattentive. The weak enemy AI usually encourages me to simply leave firearms behind and switch to melee combat. (Screenshot: PC) | Image: Stress Level Zero, MIXED In the second level, challenges await the players – until they solve a puzzle and find the exit to the rest of the story.
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