![]() ![]() Surrounded by multiple plain-looking zombies, headshots were always very easy to land. Though the game uses an isometric angle most of the time, it switches into first-person for combat, which is a neat idea but winds up being quite boring in execution. Other times, the puzzles could find the right balance between obtuse and satisfying, but never often enough. Once, I had to escape a charging boulder, but the character's sprinting speed and the nearest corner to duck into seemed to mean I was meant to die unavoidably, and I did, which allowed my next character to move past where the mass of rock originally sat. ![]() Some of the puzzles and encounters feel downright unfair, like the game's name is a promise more than a threat. ![]() The problem, however, is the genre has improved for the better since then, and YWDHT feels like a reversion to something worse. You Will Die Here Tonight leans into its influences. The mansion-like setting with secret labs, a torture dungeon, and some high-end offices and libraries is very much akin to a setting from Capcom's seminal series, and the roundabout way you navigate this space-solving convoluted puzzles and gathering various items to open doors and collect new weapons-is all meant to take you back to the late '90s, when games like this were most prevalent. Each character plays the same but offers different text lines, with a few seeming quite serious and others offering bothersome jokes that wouldn't land at some middle school lunch tables. The dissonance between that story-heavy opening scene and what follows winds up feeling like two different games that somehow both made it into the final version. division of police officers) keeping all story items with the opportunity to recover other scraps if you can find the body of your predecessor. (the legally distinct and totally-not-S.T.A.R.S. But the game oddly drops this pretense in favor of a roguelite system whereby, when a character dies, you assume the role of another member of A.R.I.E.S. That fun intro I detailed would've been a neat story track to stay on, as the big bad who seems to prevail quickly discovers there's another unseen hand, more powerful than her own, that is pulling the strings. In the aptly titled You Will Die Here Tonight, Resident Evil is the blueprint for a two- to four-hour-long isometric, survival-horror game with a touch of roguelite progression. ![]() With a touch of meta commentary on the genre, this unconventional introduction was an intriguing start, but also the last part of the game I truly enjoyed, as the game thereafter ran through too-common horror tropes without cleverly subverting or enhancing them ever again. It was like starting a Resident Evil game in the final scene and then getting a dark ending where the villains prevail. To my surprise, this Albert Wesker-like big bad then shot my character dead-all in the first 15 minutes. In the opening of You Will Die Here Tonight (YWDHT), my Resident Evil-inspired super-cop solved a confusing book-based puzzle and ventured into a secret underground lab, where she was then met with a monologue from her ally-turned-enemy. ![]()
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