Atleast the game makes up for this with the cool bossfights, you know? like in the first game? WRONG! There's only 2 f*cking bosses in this game! Are you kidding me? They aren't challenging either, so there's no discussion to be had here. It's a boring as heck concept to begin with. How about gaining an ability to teleport to the breach whenever you want in addition to leaving it whenever you want? "No". The game never pushes the mechanic further than bare minimum. You go back and forth through the overworld and the breach so many times it honestly felt like I was going absolutely insane. It's the first games' secret world but mandatory. What the **** made Happ think this was a good idea? Half of the game you play as the stupid drone because you'll have to traverse this uninspired retro **** called "the breach". Enemies were dangerous and rewarded you for using skill points to fit your preffered way of tackling them wether that is hacking or slashing. I'll start off with the good things before i move on to bash this game for the piece of mediocre trash it is. Almost every aspect of this game pales in comparison to the first game. But unfortunately, that execution doesn’t extend to the gameplay, which means you’re left with a creepy-looking painting that doesn’t do a very good job of drawing you in.This review contains spoilers, click full review link to view. The former, after all, is quite admirable, while the latter is executed quite well. If we were grading games solely on their intentions or their aesthetics, I have no doubt that Neverending Nightmare would score extraordinarily highly. It also doesn’t help that you move at a crawl through each room, and any attempt to speed up ends with you wheezing and gasping for breath a few moments later. Wake up, walk, die, wake up, walk, die: however accurately that may convey the feeling of being an Obsessive-Compulsive person, it doesn’t make for the most riveting experience. As I said, the game consists of you waking up, walking around, dying, and then waking up again. Unfortunately, once you get past the atmosphere, I don’t think there’s as much to recommend. On a related note, the sounds - the creaks and groans and moans - do a decent job of making you feel a little unsettled, particularly if you’re playing the game with headphones. Not only that, Gilgenbach uses colours pretty well in a game that’s largely black and white, there’s something distinctly unsettling about the occasional splash of blood-red. For starters, there is that Gorey influence any time you can bring to mind creations like his, you’re doing at least one thing right. That, however, would be overstating things, because even if Neverending Nightmares ends up pretty dull, it also does some things fairly well. In fact, if I were a truly snarky kind of person, I might even suggest that the number of times is roughly zero. There are only so many times you can slowly shuffle your way through an Edward Gorey-inspired house before it loses its appeal. I get that it’s creator Matt Gilgenbach’s way of conveying his own personal journey through mental illness and OCD, and I wish I could say literally anything other than that, but the fact is there’s really no other way to describe it. I mention this in the context of Neverending Nightmares because it’s boring. (Though I’d like to think that the aforementioned dream ending with me turning into He-Man and being able to leave my house unimpeded would count for an unexpected twist.) After all, in general, when someone tells you, “I had the craziest/scariest/freakiest dream last night,” the story that follows is usually only of interest to the person telling it. Is that boring to read about? I would think so. I was trapped in my house, and every time I opened a door, found myself face-to-face with horrifying monsters. When I was, like, five or six, I had a nightmare I’ve never forgotten.
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