Was It This Way? That Way? Have I Been Here Before? (cntd.)
Remnants are story-crucial notes and documents that both aid driving the narrative forward, as well as the game itself. Each area has a certain amount that you need to gather before you can access a special item that is used to break ghostly sigils that bar certain doors to new areas. These are both hidden in desks and cabinets, as well as sitting in plain sight marked with a demonic red glow. The optional pieces to the story are marked in blue, and usually are inconsequential to the narrative or in some cases are photos of past inhabitants of the island the facility is based upon.
Through a run of bad luck, I meet my first demise... the map reloads, I am back in the lobby where it last saved. I gather the notes I'd already picked up once before, and head deeper into the facility. This is when I first witness the procedural generation in action as now after the reload, the entire layout I was used to is now null and void. I now have new hallways to map out, as well as new locations for the crucial items I need.
While it is refreshing to know that the game does follow through as advertised in that department, there are times when this generation plays against you. There was one time where I could not find the last remnant I needed to progress due to a glitch, it simply didn't spawn in enough remnants! There are other times where the generation will start throwing what feels like hordes of frights at you in an effort to throw you off, but all it does is diminish the overall value of the scares for those certain segments.
When the game paces the scares, it shines as bright as the likes of Outlast and Penumbra if not more so, considering this is the one horror game since the original Silent Hill that literally had me scream like a high pitched soprano multiple times. That is truly an amazing feat, as first-person horror titles are quickly becoming a dime a dozen. Though as I said, there are many times that due to how much the game generates in an effort to terrify, those moments of fear can quickly turn humdrum.
There is one feature that I did not get to experience during my time with the game, and that is the Twitch interactivity. Essentially, if you stream the game via twitch, your viewers can dictate the scare sequences. In theory this could go very right, or very wrong, but as I said I sadly enough did not get to experience it so for thoughts on that matter you may have to look elsewhere.
In closure, Daylight as a whole does not reach the pinnacle of fear factors it strives for. The occasional frame rate issues, and the sometimes awkward pacing caused by the procedural generation are both cause for concern and can easily turn a horrifying experience into moments of face palming. When done right, it shows off what could have been if things had gone slightly different during development. In those moments where I found myself more terrified than I had been in a while, I truly saw what Daylight was meant to be. Outside of those instances however, the game had an overcast of moments of what could have, and should have been. It is quite the up and down experience that only takes about two hours to beat.
Environmental Procedural Generation Works Wonderfully, A Good Mix Of Creepy Moments, Jump Scares, And Edge Of Your Seat Moments
The procedural generation on everything else often over saturates the scares, frame rate issues at key moments dull the experience