
But a group of people (including a woman) working together to kidnap and kill women is unusual to the point that some kind of explanation for what's behind it is appreciated. One guy drugs you in a bar and kidnaps you, you don't necessarily need to explain everything. But it's different with a group of people. That's not to say that a random encounter with a psycho is unrealistic or anything. It's only by playing through and seeing the alternate story on the Denial path that you gain some context about the abductors (at least two of them anyway) and what their motives are. You're seemingly just abducted by a group of random psychopaths who drug women in bars and kill them without any point or purpose behind it. If, as I did initially, you're just starting the game and play to a Clear/End ending, that's not the case. You know who the bad guys are and what their motives are. I thought Denial was the best ending (and story) while Clear was the worst.įor starters, a playthrough that gets the Denial ending tells one self-contained story. And the worst ending is "Denial" because she can't accept what happened and is still haunted by it.īut for me, that's the opposite of how I saw it. So from what I gather by their achievement descriptions, the best ending is "Clear" because Kristina manages to accept everything and move on. Sometimes the pacing isn’t quite right though, and things could be a bit tighter in terms of transition between decision making and the film sequences.I'll put the whole thing in spoiler text, just in case. In fact, I tremendously appreciated how the camera free-flowed, following the main lead and bringing atmospheric anxiety to the work. It’s very creatively filmed and attractively lit throughout. The visuals mainly consist of film, apart from that of the menus and breakdowns. If you are a fan of the genre, and these types of games, then you’re going to have a lot of fun here. It all works well and as I said before there are multiple routes through the game for you to discover. You have points in the gameplay where you choose which direction to go in as well simple things as you head left or right. Each end will show how Kristina has dealt with the events in the story, and whether it’s through guilt or acceptance for example. At the end of one of the playthroughs, you are shown a breakdown of the personality of the lead, basically showing how you have played the game, with it covering five different traits: honesty, strength, morality, tact, and introspection. These affect the outcome of the story and the personality traits of Kristina.

You basically sit back and watch things play out, making choices from dialogue trees as you attempt to respond to characters. Gameplay-wise – as it is with most interactive FMVs – there isn’t a lot to it.

It’s a game that is best to enjoy and then be discussed with friends afterwards. What I really enjoyed about the narrative is that it doesn’t try and explain everything about the plot, instead giving you enough information to try and draw some conclusions to the events yourself, as it plays with the notion of storytelling and the fears running through a person’s mind intense situations. The film takes you into a realistic setting, plays around with the supernatural, and even goes back in time at one point for some historical scenes that tell part of the story. The storytelling of I Saw Black Clouds does several very surprising things: it doubts the narrator’s telling of the tale halfway through, and puts you on a completely different path to the one you think you are on. It’s here where she starts investigating the death, learning of something dark and dangerous that leads her on an unexpected journey. She has come back to her hometown after the unexpected death of her best friend from suicide, or something much more suspicious. The story follows the main character of Kristina who we start by seeing at a funeral.
