Bring to Light
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5.00
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After your subway train crashes, you the lone survivor must explore the deep and winding tunnels to find your escape. But the further you explore, the more you realize there is more to this disaster…and creature lurking in the shadows follow your every move. Navigate your way through treacherous puzzles that use light in different ways to solve them. Uncover the mystery behind the Avatar of Darkness and his vicious Shadowspawn and escape before the shadows close in around you!
Steam User 1
Great game from Canada.
I particularly liked the last part of the game with the gems and laser puzzles.
The beginning is a bit slow and tedious especially the sewer/tunnel part.
Steam User 9
Bring to Light
I recommend this game mostly for the compelling atmosphere created and the sounds ( they repeat themselves after some time tho ) - but be aware, no ultra widescreen support / optimisation is ok for the most part - but in some places ( like for ex the sewers tunnels ) it really plummets / a lot of reused assets and a lot more clipping thru solid objects ( vases/boxes/lights rack on ceiling/ behind the mirrors support structure and probably others ) that really detracts the player from having an immersive experience !
Steam User 4
** Recommended if you like skulking about while terrified, and figuring out puzzles **
The game is very atmospheric (and that atmosphere is dark and creepy). Dark tunnels, dark rooms, and spooky creatures ready to rend the unwary -- the game has plentiful jump scares. It isn't all just creeping around, there's a lot of puzzling to be done too.
Steam User 10
So far This game is legit, puzzles with a horror feel to it. Mechanics are on point, scenery is nice. This Game does have VR Capabilities. I do Recommend this game. it had me interested throughout the first 15 min. Here my gameplay. I am going to continue this game into a series on my channel.
Steam User 1
Update from my previous review:
After some troubleshooting, and extensive help from RedMeatGames, I was able to get my HRM setup working. Some notes I have for the HRM are as follows:
-It's still difficult to get your monitor connected due to the short range of ANT+, compounded by the fact that you have to reconnect every time you start the game. I'm not sure if it's possible to remember devices between sessions, but this would be a great feature in the future.
-Some suggestions for the HRM in game are perhaps allowing the player to hear their heartbeat increasing or decreasing, or perhaps using the Vive wand vibrations as a more physical indication of elevated HR. I did notice my HR increasing a few times, but didn't really notice any difference in gameplay.
-HRM use score: 7.3/10: It's a cool feature, but seems to lack a full payoff for the investment. Understandably, this is a new type of VR component, so it could be improved with time. Would currently only recommend to people who intend to use their HRM for other things.
The game itself:
-The opening scene had a lot of tension and genuine spookiness, which got me pumped for a genuinely terrifying experience.
-Unfortunately, this was followed by a very long sequence without much interaction. The tutorial aspect for training the player to use items is too long, and breaks up the atmosphere a little too much. The beginning area is too large and vacant, and the rooms to explore all look the same. My suggestion is to cut the fuse puzzle to just one fuse.
-The following areas are conceived much better, and the tight corridors are much more inclined towards good scares.
-My biggest criticism is the movement scheme. Teleporting in VR is a common way to move, and is fine, and preferred by many. However, the giant rectangle that is used for teleporting broke all immersion and tension for me. In pitch black sequences, when it appeared, it actually hurt to look at. I'd suggest reduce the brightness of the teleporter, and remove the rectangle surrounding it. Personally, I'd prefer a movement option using the trackpad like a joystick instead of the teleporting. It's nice when games have the option for both. Additionally, the distance you teleport is so short, you find yourself mashing the trackpad over and over to walk across massive empty rooms. I suggest either reducing the size of the environments, or increase the range of the teleport. The short bursts make it feel like you're blinking rapidly, which gets tiresome to look at.
-It would also be great to have hands. Vive wands break immersion. On the same note, allow the player to use their light when using other items.
Overall:
Visuals: 7.5/10 - Great art assets, but should be less spread out in many areas.
VR visuals: 5/10 - Nauseating movement scheme and intrusive teleporting.
Gameplay: 7/10 - Unique environment for a horror game. Could use more claustrophobic elements. A few areas with stairs that are unusable for seemingly no reason. Scattered notes don't seem to have a purpose or explanation. I think the mystery of the crash, and their survival is enough to entice the player to continue. The puzzles felt a bit too easy. Some were hard to physically do because the objects were not recognized by the Wand in logical areas of the hitboxes, so this could use some clean up.
Overall: 6.5/10 - Bring to Light has potential, but needs some work to make it a truly horrifying experience. Movement and environment make exploration a chore in VR. The story so far was compelling, but the notes and extended sequences where nothing happen don't entice me to continue. This is a case of more is less, both in the storytelling, and game mechanics.
I would recommend this game to anyone highly invested in the evolution of VR horror. If the HRM experience in is improved on, I think it can be a much more unique experience. I appreciate the overall drive RedMeatGames has to implement new accessories into VR, and hope they will continue to work on and improve Bring to Light.
Steam User 7
- Kind of spoilerish?-
Definitely enjoyed the game, great visuals, got a couple of scares and some good puzzels.
Around the half way point of the game it turned into a mostly puzzel based game, the puzzels were fun and fair and kept new and interesting ideas flowing throughout the rest of the game.
The strongest part of the game for me would have been the first half though. I enjoyed the puzzels but walking around in the dark not knowing what was gonna happen next was definitely a fun ride.
Heres a highlight from my play through, should be spoiler free.
Steam User 3
1st Impressions Video with Commentary // Oculus Rift + Touch // GTX 1060 (6GB)
My Thoughts:
PLEASE NOTE: This is a more informational review.
Having watched the trailer again, just now.... I feel like I've only just scratched the surface of this game. I hope this is the case becuase the game has a really spooky atmosphere, some superb sound effects but I feel it lacks in traction and pace for me.
I felt like I was wandering around for ages with not a lot to do apart from waiting for the next jumpscare or finding the next basic generic puzzle.
I did confront the creature roaming around the dark subway tunnels and I hope the game picks up pace later on in the game. if the trailer is anything to go by, it should. The game does have a novel mechanic that allows you to hook up a heart monitor to make the experience more scary.