
This was the kind of game that once I got the hang of it (I have not played many survival horror games at all) I became enthralled with playing and exploring every area and uncovering all the secrets and story material I could. Also, this is my own fault, but I didn't realize you could equip a crowbar as a melee weapon until a significant way through the game, and I weep for the ammo I lost finishing off floored enemies - a ground stomp or some sort of heads up about the crowbar would have been excellent. Tormented Souls gets way more right than not, and I came away from it very impressed. Other things I hope they fix in any future games would be the excessive backtracking (a few more shortcuts would have made this perfect!) and maybe a sortable inventory. If anything, I just wish the map marked when you had everything in a room, like the RE2 remake - this would help signpost when you had everything you needed to solve a puzzle. Some of the puzzles are far too obtuse to be easily solved, but most of them can be accomplished without a guide with a bit of head scratching. But committing to these things showed me, at least, that these are not gimmicks - they hold up even today, and still make for an enjoyable game. It commits hard to these old school tropes, with beautiful backgrounds that closely resemble GameCube era Resident Evil, inventory reloading, and a nearly useless map.

This game has no limited inventory, and the fixed camera means old school lock-on is utilized for gunplay. And oh god that voice acting! I guess it took that from RE1 as well (OG, not the remake). It had some decent elements in the beginning and actually made me fairly interested, but the plot twists were so predictable, it's like they didn't even try.

Enemy design was very annoying, lots of attacks that come out instantly and melee weapons felt completely useless since they very rarely stun enemies. It rarely felt possible to ignore enemies and conserve ammo, so the vast majority of the time, you have to actually kill the enemies and waste your resources, which can be quite scarce. Combat though was one of the weakest parts of the game for me. The puzzles are also very intricate and complex, but sometimes a bit too much, at least for me. It has similar level design to RE1 with the interconnected layout and tight corridors. Those first two aspects are honestly incredibly well done. Level design, puzzles, combat, all feel familiar.

Everyone talks about how much it takes influence from Resident Evil and Silent Hill and it's all justified. Really wish the game tried harder to establish its own identity.
