Touch typing and fear are generally not two genres in the game. Dead letter department. Noticed among many indie horror colleagues. It is easy for a horror game to include typing with simple special effects Dead letter department.Typing constitutes most of the title gameplay. The UNRERVING game does a great job to narrow through the atmosphere, sound design and the player constantly guess.
Dead letter department. The player throws the role of the first person to go out alone and tries to return from home to the big city. In an interesting take, the player can create his own story from the beginning and write a letter to the people who are important to them. The player can choose to be optimistic from the letter if he chooses, but the reality is that he can't easily expect it in a cold city without friends or family. The characters that can be survived are data conversion operators, securing part -time tasks and entering text by mail that are not understood in automated systems. If the system does not know what to do, the mail image arrives at the player's terminal, detoxified and entered. It is a simple job description, which is what the player will face.
Dead letter department. I do amazing things to get nervous even before eerie things happen. The player's apartment, the main place where they spend time outside the workplace, is dark, dark and at the same time, and the light of the saint neon that comes out of the window and entrance. The world feels cold and harsh, and the human face is not comforted and there is no one to speak, and the main character who gives up his dream or trapped in a nightmare. The game has a minimum of music, but it is very forgotten when used and reminds me of some surroundings. Silent Hill Track from Akira Yamaoka.
Dead letter department. Pushing anxiety without fighting
Dead letter department.Gameplay other than the Traverse of the job is rotated entirely with the Decrepit Computer Terminal with Janky Software. Otherwise, the player sat in an empty room and returned to the only door, and only a pair of windows looked at the dark back streets and the eerie atmosphere of the game could sink. Once the work starts, the player has a player. It is effectively attached to the seat, and you can't go out or look around until you complete the task. Most mails show that they have to arrive with the emphasized yellow passage and enter the player. Theoretically, it's a simple task and is similar to a simple data input work. Sometimes text is impossible and needs to be skipped or guessed, while in other cases it seems to be much more meaningful than simple security character tests. But it doesn't take a long time to start the situation. The letter begins a dark rotation that interferes with angry messages and historical events.
Typing of a dead letter department.
The concept of passing a game about typing may seem threatening to some people, but it has been well handled by developers. In most cases, the player can spend an hour to find out what is on the screen and enter the necessary information. In rare cases, there is a timing typing section that must be completed before the counter reaches zero. But players who do not type do not have to worry too much. Dead letter department. Track the player's typing speed and adjust the time given to the player during this segment. Depending on the method I entered, it took only a few minutes to complete the work, or it may have exceeded 10 if it went slowly over time over time. When I entered at a natural speed, I knew that I should focus on the parts of the time and not stupid, but I was able to manage it completely.
The player also provides some simple tools that can easily enter the address. Copy and paste can be achieved with a pair of shortcuts, and automatic description functions can be formulated correctly by completing partially input addresses. Players can freely use these shortcuts according to their preferences or manually enter everything. The game also forgives most of the mistakes so that the player can try again by accepting mail or recycling through the queue, despite mistakes. That way, it is absolutely essential to touch the type. Players who can't be typing without struggling or looking at the keyboard to find a key can miss what's happening on the screen.
The show must continue in the dead letter department.
In terms of playback Dead letter department. There is an amazing amount. The default story is always the same, but the game features a number of endings beyond simply wining or defeating. Players can start to recognize patterns and names when handling mail, and interesting stories come out if you pay enough attention. The game also has a way to recognize the player's past play -like, and it is not ruined here, but it has clearly raised the overall creepy.
But in general, people who rely on Save Scumming will be a bit harder for this game. Basically Dead letter department. It has a very limited saving method, and this method is useful for maintaining the story and player as a suspense, but it can cause some problems depending on the player's time and play style. Players are usually limited to one storage per play through, and that storage can only be accessible once. It will be deleted after the game is booted and the storage is loaded. In other words, the player must complete the play -like or lose everything without stop at the point. Each play -through in the game took less than two hours from my experience, so it's time to consider leaving it separately to play. Some people may be disappointed, but the player thought it was a great way to improve tension because it could not be saved and terminated every time he was too scared. But if the player prefers it, there is a way to switch to multiple storage.
Everything considered, Dead letter department. It is a great horror game that ignores expectations. It reminded me of the protagonist's situation. Dark water The film heard two stories about a person who could not stop the feeling that something was tremendously wrong in a new environment, but their problems were shaken by hand and vaguely explained by others who were curious about the protagonist. If it is too late.
Dead letter department. It is a relatively short game where the player can play less than 10 hours to complete all the endings, depending on how fast the player finds how to get. But it provides a powerful experience in the library of the enthusiastic indie horror fans. Players who can withstand the horror of the game can find an interesting story that tells the player's hand and tells what to do.

- Publisher
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Belief engine
- developer
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Belief engine
- The atmosphere and sound track that causes anxiety
- Suitable for fast typifies, but adjusts everyone
- Multi -ending
- Touch typing is a must
- Some prompts can be difficult to find or read