The Park doesn’t really work, no matter how you want to look at it. Around an hour in length assuming you make suitable use of the run button, it’s a disjointed stumble into cliché and predictability. It seems to spend the most effort waging a destructive war upon itself, sacrificing comfort for immersion and then immersion for convenience. Only a few minutes into the game and you find yourself trapped in a swan ride, drifting lazily through a cave-bound puppet show that tells the drawn out tale of Hansel & Gretel. “In the original tale,” remarks Lorraine, the floating camera who serves as protagonist “the wicked witch and the mother were the same person.” “Foreshadowing!” Yells The Park. “We’re doing foreshadowing!”.
Lorraine serves as perhaps the most indifferent panicked mother ever as she pursues her son through the rotting confines of an abandoned amusement park, letting nothing get in the way of rescuing her child. No, wait, sorry; I got that wrong; letting everything get in the way of rescuing her child. The early-promoted mechanic of clicking the mouse to call out to her son is wonderfully implemented, often facilitating a reply from her child, Callum, and letting you know in which direction to give chase. It works as a tension gauge, Lorraine’s pleas for Callum to stop getting more and more desperate but soon falters completely at being a unique pathfinder. There’s no chance of getting lost in The Park; there’s a very set route you have to follow because, otherwise, Funcom will be worried you might miss any of those notes scattered around the place that are substitutes for storytelling.
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Staff review by Gary Hartley (November 01, 2015)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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