After the silent hills of Hihu Kojima stirred as a project, as a single solid work tied up with the Konami Maintenance project after leaving the free mood piece PT, it affected several impressions of PT copycats. This trend has been going on for years, and can still be seen today. In the first person, the ghost script pulls out their heads in a moment, focusing on looping residential hallways, many creators liked PT, but often they take the wrong lesson from the legendary game teaser. At first glance, Luto PT is the latest in a long line of vanabus, but it does not take longer to stand out of the pack as an unexpected and unconventional horror story.
In Luto, you play a role in emotional irritation and literally trapped in the loop. Waking up on the mirror of the broken bathroom, the main character comes out into the Sam L -shaped hallway, some passes through the closed door, goes down the stairs and is out of the front door. The next day, Sam awakens on the mirror of a broken bathroom, comes out into the L -shaped hallway, some passes through the closed door, goes down the stairs and gets out of the front door. The next day is, you will find. But where many games struggle to remove itself from the original Blue Print of Kojima, Luto leads this kernel to an idea and creative, and sometimes spreads it in amazing ways.
I actually played a Demo in Luto a few years ago, and I was surprised to hear that a narrator was associated with this terrifying story. The voice of a almost grant -inspired British man gives the game a sense of something like the Stanley imperialist, which only revolves around when the narrator seems to comment on what I am doing with the reaction and nearby organs. I hated this increase in the first game. In the empty house, the floor board crack, once in the demo, was now drowned by a narrator who used to tell me the story of the story. Why did they spoil its tense atmosphere with this chatter?

But it doesn’t take long to include this narrator, as his role portrays the gender -turning -bend meantime in the ways that are eventually important and interesting. As Sam’s loop begins to end, the narrator plays a very different role-in which I didn’t spoil here-and becomes a game Too much More than a looping hallway, promotes many comparisons from PT
Although many PT clones are generally interested in resigning their ghost stories in a large scale, targeting the traditional hen -up house story, Luto understood the best of PT’s most essential standards: its strangeness. Luto regularly experimented with gender, offer and mood. Sometimes it speaks to the player directly in the methods that make it difficult to realize, though the story is mostly found before the role of credit.
Sam’s non-Uukiden home detection eventually provides a visual obstacle to the game, the camera is aggressively rotating, and in one of my favorite moments, the seminal zombie film, the Night of the Living Dead, is a complete offer of the game, which is not a full view of the game. The hallway becomes a cave in the desert, safe places break like a bad code in the courage of the game, and all of this puts on the display to communicate with you, the player, put it all on the display that you can think of what the script is and what the real bug is. Thankfully, it seems that the game is not a small thing, and what I have seen on the PC, regardless of how strange it is, it was aimed at very much. As much as I have described the game from PT, the full six or more hours of the game, which are here, is eventually close to something like the address of Mark Z Danielsky’s address, which has an experience in the form of which is difficult to explain and unforgivable to deteriorate. Her maximum of Kojima’s definition, a moment in Luto is very good at a moment Psycho Montis Sort that I immediately. He put the controller down and text his boss about what I was watching. For the first game from a small indi studios, Luto Liu Lioto is very high.
Although its shape is changing impressively, some of its features are less amazing. Obottis puzzles, not unlike anything that you will see in the classic residential evil, sometimes demand an amazing eye for details. My biggest grip with the game is the puzzles, which sometimes brought me to the point that a moment’s moment was disappointing. I miss an early puzzle that I had to find a key while someone (or something)Thing) The front door collided with. The echoes in the high roof room were threatening, but five to 10 minutes after trying to resolve the puzzle, they became just a background noise of my displeasure. They were never going to pass the door, so the effect of the audio went away for several minutes.
Fortunately, I noticed that Luto’s early puzzles were so difficult to analyze that he helped me go to the headspace to think outside the box, and it felt as if the puzzles became a bit easier later after talking in the language of the game. When Luto asked me to solve for a phone number-a puzzle that, as an additional layer of difficulty, during the review period, when a pre-patch was released-I finally realized that I needed to use everything in my inventory to determine the lost digits. Since the game often forces itself to small places at a time, it was at least helpful to know that I removed the physical space available to me and the answer was near, maybe even in my pockets.

Galle
Basically, by committing the final message on its topics and anything, Luto is often not intimidated after some early moments. Like many horror adventure games, it is also clear that what you face in terms of fear is on the rails. It is clear that the game is not made in any fighter or stealth elements, so any confrontation with the spirits of the house will be the same as I have traditionally attributed to Hent Herrides. They can frighten you, but once you realize that they will never catch you or hurt you, it can be difficult to suspend your disbelief, or at least the way I have felt. Thankfully, despite knowing about it, his anxiety is very strange, so when they don’t scare me, they drown me.
Luto really makes all this bet for his last process and good reason: the last third of the game is the opposite that I have ever played, the horror game or not. Although some sports metaphors get so obsessed that sometimes trying to try and maintain it can be tried to reduce its message to some extent, but I still went from thinking that I play some special play and the destiny of becoming a clutter classic. It is difficult to appreciate a game like Lotu because it should not be explained too much. It should be seen for yourself. I have tried to talk about the wonderful aspects of the game, and I hope it will be clear that the game is not without problems. I expect some people away from Luto by scratching their heads, wondering what that means, and some of that are definitely a game mistake.
As an horror fanatic, I hope that other people like me move forward to see the disappointing puzzles and dense plots of the game, because they are numerous and unforgettable. The first project of this broken bird games makes me incredibly excited to see where the team goes here. I am often surprised that PT looks like a complete game. We will never know never to know, but it is fortunate to be something like Lotu.