![]() Although Dave Crocker’s wife Ruth had his body cremated, she also held a full military burial for a casket filled with her husband’s dress uniforms, her wedding gown, and letters he had written to her during their four years together.Ī few months later, Ruth Crocker went to Switzerland and scattered her husband’s ashes at the foot of the Eiger’s North Face, his favorite spot on earth. On May 17, 1969, a North Vietnamese booby trap killed Army Captain David Rockwell Crocker, Jr., the commander of Alpha Company, 22nd Infantry, and three of his men. Wired Productions provided us with a Those Who Remain PS4 code for review purposes.Those Who Remain by Ruth W. In better hands, this probably could’ve been a much better game, but as it stands you’re safe avoiding it entirely. It’s really all kind of shame that Those Who Remain is so flawed, because it’s got such a good idea at its core. In theory, I guess, this emptiness could’ve added to the creepiness, but in practice it just makes the world seem half-finished. While there’s the odd non-useful object here and there, for the most part, it means you spend a lot of time looking empty drawers/shelving/mailboxes. As you’d expect from a game of this ilk, you walk around opening drawers and desks and mailboxes looking for clues and items to use, except there’s very little to be found anywhere apart from those objects. ![]() Those Who Remain also has the problem of feeling oddly empty. ![]() It’s fairly obvious even when you play the game at normal brightness, but when you turn it up (which, obviously, the game probably doesn’t want you to do), it becomes impossible to ignore. As for everything else apart from the lurkers, it kind of reminds me of a mid-level PS3 game, with lots of flat surfaces and weird textures. Those spooky creatures on the edge of the shadows look more like weirdly shiny people in jumpsuits (which are still creepy, don’t get me wrong, but they kind of lose something). Secondly…well, let’s just say that Those Who Remain doesn’t look better the more of it that you can see. Several times, I thought I was walking in a totally safe area, only to soon find myself dead. First, it meant that it was nearly impossible to properly tell where the light ended and the shadows began. I did try changing the brightness so that I could see the light switch outlines a little more clearly, but this brought its own set of problems. Likewise, getting your line of sight just right so that you’re looking right at the light switch is equally difficult, so again, it’s a lot of slowly trying to look around, while at the same time not moving so much that you get too far into the shadows. You can never be quite sure when suddenly you’ll cross an imaginary line and the shapes will kill you. Everything about moving in this game is a massive pain, so edging into rooms is more a matter of trial and error than precision. ![]() There are a couple of problems with this. However, many of them are inside the dark rooms themselves, which means that you have to edge slowly into each room, trying to get at just the right spot where you can interact with the switch. You do this by flicking switches that are helpfully marked in red. For one thing, you have to keep turning lights on. Unfortunately, everything after that left a little (or a lot) to be desired. Whatever else it does wrong - and there’s certainly plenty of that - I’m not going to lie: the first couple of times I saw those shapes waiting for me on the edge of darkness, it sent shivers up my spine. Those Who Remain is basically built around that idea: it’s a horror/puzzle/walking simulator where you have to stay in the light no matter what, or else creepy, humanoid figures lurking in the shadows will kill you. I know some people prefer gore and monsters, but for me, there’s something far creepier about a faceless menace that you can’t quite see. One of the things that makes horror great is the unknown lurking in the shadows.
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