Finally, clocking in at about four hours or so, Gylt is a relatively short experience, but the game's central theme of facing your fears and coping with issues can open up some real thought and dialogue long after the final collectible is found and the credits have rolled. Embark on a journey where you face your worst fears and are confronted with the emotional impact of your actions in this narrative adventure game with puzzles, stealth and action. Plus, the game does mix things up a bit, often tossing in an unexpected jump scare or other element to keep up a player's focus on the tension of what might be lurking around the corner. Also, some of the puzzle aspects can feel a little repetitive at times, though the overall experience doesn't suffer much from it. The game has an auto-aim that doesn't always seem to hit its target just right. The controls are generally easy to pick up and play, although getting into combat can sometimes feel clunky. It's got scares that can make even the most hardcore horror fan jump, but it's never scary enough to keep anyone up at night either. The overall flavor of the game is something similar to what would happen if Disney hired Tim Burton to create a Silent Hill game. Gylt, on the other hand, has managed to carve a nice niche for itself in a sort of middle ground. The numerous key hunting puzzles and occasional fuse box mini-games feel like they are lifted straight from BioShock. Take all of these elements out and nothing is left but a story about two cousins who were both bullied and subsequently tortured by both internal and external demons.Video games can sometimes tend to fall into one extreme or another, such as being either colorful and happy games for young kids, or gruesome survival horror games for more mature gamers. The characters and main story are reminiscent of Life is Strange. The combat is Alan Wake without the gun alongside stealth sections which could fit into almost any game with ease. It's never made explicit, showing a lightness of touch that's lacking in most games aimed explicitly at grown adults who have conspiracy theory boards. The many aspects of gameplay which make up Gylt all feel ripped from different titles. Like Tequila Works' previous game Rime, the literal explanation for what's happening in Gylt (and the identity of the old man helping Sally out as she tries to save Emily) is only ever hinted at. By not clarifying just why exactly the nightmare is punishing Sally and Emily, making them dwell in their unhappiness and (again, not wishing to spoil the ending) giving them a conclusion which answers few, if none of the questions players may have, Gylt is robbed of any emotional impact it was trying to provoke. Not to spoil anything, but this is not the case, and the game itself is all the weaker for it. The player would think, then, Sally's titular guilt stems from the revelation she was one of Emily's bullies as well. The game takes place almost entirely inside the girls' school and the surrounding area, and thousands of messages which are persistently reiterating their bullies' thoughts are scrawled on walls and depicted in pictures on blackboards and even acted-out, constantly, by clothing store mannequins which appear throughout the world. Bullies chased Sally into this world, and bullies sent Emily there as well, and Sally feels guilty about it. To recap: Gylt sees Sally putting out fires while shining the light on both her and Emily's problems. With Dora Dolphin, Madelyn Grace, Peter Jessop, Roman Dean George. Most enemies can be both stunned and destroyed with the flashlight, and the ones that can't still are thankfully able to be easily frozen. Occasionally problems will arise which require Sally to shine her flashlight at things like solar panels and gigantic eyeballs attached to amorphous blobs, and later on her extinguisher can be used to not only put out fires but also to freeze steam vents and puddles of water. These combat sections are interspersed with rudimentary puzzles, such as BioShock-like hacking mini-games and one-item-at-a-time inventory puzzles usually amounting to the player carrying something across a room and placing it in a nearby location.
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