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Getting to sleep on time and recharging the camera moves things along, beginning a new day of evidence gathering and bringing about a new set of hauntings. If the camera runs out of juice in the kitchen, for example, Mattel may be impaled by poltergeist-thrown knives (and yes, the last thing you will see is the camera falling to the ground). What makes it fun is that Mattel's death will change based on where he is in the house. Fail to do this, and a dead battery will result in a dead Mattel. You won't find the same notes every time you play, making the story shift ever so slightly, though it's always centered on the same characters.Ī single mechanic ties everything together: Mattel has to go to sleep to let his camera recharge. You'll also uncover notes that detail the house's history, providing an explanation for the haunting. (Did that one just move? I think it moved.) As an artist, Mattel's house is littered with sinister sculptures, bizarre paintings and faceless posing mannequins. Just the environment is unsettling enough. More than a few of these made me jump out of my chair, involuntarily yelling. The simplest scares are the best: loud knocks from nowhere, a stranger standing in the dark. These range from slightly creepy things like cardboard boxes moving of their own accord to panic-inducing moments where unseen entities shove you to the ground. Paranormal is essentially an interactive haunted house, filled with randomized scares that you stumble across or inadvertently trigger. Armed with only a video camera, your job is pretty simple: wander through your home at night and wait for things to go bump. As artist Mattel Clark, you're out to prove to the world that your house is haunted. Paranormal – Kickstarted last year – borrows liberally from found footage horror movies, most notably the Paranormal Activity franchise.
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The tired movie trope suddenly becomes interesting – and you can't yell at the idiot with the camera, because the idiot is you. What indie horror game Paranormal has taught me, however, is that all of that changes when the camera is placed in your own virtual hands.
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It's abrupt and disappointing and, at this point, trite. It's not that the device doesn't make sense (how else could it end, really?), it's just not a very satisfying way to wrap up a story. Either you get a final glimpse of the pretend cinematographer as their life ebbs away, or you get to hear their off-screen cries of agony as some unseen terror eviscerates them. Whoever has the camera gets attacked by something, and the camera falls to the ground, inevitably on its side.
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No matter how good they are, almost all of them end the same way. I have a problem with "found footage" horror movies.