The touch of a set of text and horro – these are not two genres that usually go together in games, create Department of Dead Letters. They stand out among their many peers. For the game of horror it would be easy to enable a set as a simple reception but in Department of Dead Letters.typing the overwhelming majority of the gameplay title. A game that does not arise works great on the tension through the atmosphere, sound design and moments that the player is constantly leaving for the second.
Department of Dead Letters. He throws the player into the role of the one who first goes out, trying to escape from home to the big city. With interest, players are allowed to produce their story from the beginning, writing a letter to someone important to them. Players can choose to be optimistic in their letter if they want, but reality is that in the cold city not easy, without friends and family. In order to survive, the game character provides part -time operators to convert data by typing a text by mail that is not understood by the automated system. If the system does not know what to do, the image of the mail comes to the player's terminal to decrypt and enter. This is a simple enough job description and what ultimately relate to what players.
Department of Dead Letters. Doing incredible work on building tension even before something is horrible. The player's apartment, the main place where they spend their time outside of work, dark and gloomy, while simultaneously blinding from the neon light that poured out of the windows and doors. The world feels cold and rigid, without human faces that do not calm down or talk to anyone, and the protagonist who is stuck between the refusal of his dream or hit the nightmare. The game has minimal music but when used, it's very restless and reminded me a little about the environment The silent hill Akira Yamao tracks.
Department of Dead Letters. Pushes anxiety without feeling cheap
Department of Dead Letters.The gameplay, outside of work and from work, completely rotate around using the Leaf Computer Terminal with Janky software. Players sit in differently empty rooms, back turned to the only door, only a pair of windows looks at the dark back oil to look effectively sticking to their place and can't go out or look until they complete their tasks, creating a sense of trap. Most mail will arrive with a highlighted yellow passage, showing the player what they need to enter. This is a simple enough task in theory and is reminiscent of simple work in the real world. Sometimes the text is inaudible and it should be missed or guessed, while the other time, which types of players do not give up much more significant than a simple CAPTCHA test. However, it will not take a long time to make things start to feel. The letters begin to take dark turns, with angry messages, disturbing descriptions of historical events and an instant look on things that are not at all like the mail.
Typing the department of dead sheets.
The concept of passing the game about the text recruitment may seem scary for some, but its developers coped quite well. For the most part, players are allowed to engage as much as they like to find out that on the screen, and the introduction of the necessary information. In some rare cases, there are timed sections that need to be completed before the counter reaches 0. However, players who do not introduce quickly should not be too worried. Department of Dead Letters. Keeps the speed of players' recruitment and regulates the amount given to the player during these segments respectively. Depending on how I scored, I might have just a few minutes to do the job or more than 10 if I went slowly before the plots are timed. When recruiting at my natural speed, I found that I needed to focus rather than break during the timed part, but it was completely managed.
In addition, players provide some simple tools to facilitate the input of addresses. Copying and inserting can be achieved with a pair of shortcuts, and the automatic filled feature can complete the partially entered address and correctly format it. Players can use these shortcuts or introduce everything manually, depending on their advantages. The game is also sorry for the mistakes for the most part, either taking the mail despite the mistake or recycle it through the queue so that the player can try again. Given the said, the ability to touch the type is absolutely necessary. Players who are fighting for finding the keys or otherwise they cannot score without looking at the keyboard, may eventually miss what is happening on the screen.
The show should continue in the Dead Letter Department
In terms of imitation, Department of Dead Letters. Has an amazing amount that can be offered. The main story is always the same, but the game presents several endings that go beyond a simple victory or playback. Players can start recognizing samples and names when they process the mail, with some interesting stories will appear if you get enough attention. The game also has a way to recognize the player's past playing, and though I will not ruin it here, it certainly increased the overall horror.
Those who usually count on Save Scumming will get this game a little more complicated. By default, Department of Dead Letters. Has a very restrictive preservation method that is useful for the story and content of the players in the tension, but can create some minor problems depending on the player's affordable time and style. Usually players are limited to saving for playback, and you can only access once. Once the game is loaded and the savings are loaded, it will be removed, that is, the player must complete the play without stopping from that moment and not lose everything. Each playback took less than two hours in my experience, so it's a good amount of time to consider the deposit from the game. Although some may be unpleasant, I thought it was a great way to maintain high tension, as players can't just save and quit when they are too afraid to continue. However, there is a way to switch to a few savings when the player prefers.
Everything is taken into account Department of Dead Letters. This is a great horror game that is not expected. This reminded me of the situation the main character Dark water The movie was found in both stories that talked about a hero who couldn't cover the feeling that something is extremely wrong in their new environment, but their troubles are largely presented and giving vague explanations of others who leave the main character interesting if they just overcome while Not too late.
Department of Dead Letters. This is a relatively short game that the player can potentially spend less than 10 hours playing to complete all the endings, depending on how fast they learn how to get them. However, it provides a powerful experience that deserves a place in the library of avid horrors. Players who can withstand the scare that creates the game will find an intriguing story that does not hold the player's hand and tell them what to do.

- Publisher (s)
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Engine believing
- Developer (s)
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Engine believing
- The atmosphere and the soundtrack that is anxious
- Great for fast pieces but adapt to all
- Several endings
- To the touch the text is obligatory
- Some tips may be difficult to find or read