 for objects, and look around with a fixed camera angle. It's part visual novel and part adventure, as "hidden objects" are abound, as well as optional collectibles and tons of items.

There's also a strategic element of sorts with investigating objects, as David has a stamina and health meter. Using most actions will expend stamina, and pain of any kind will incur a health loss, which can be regained by finding food and medicine in the wild. Losing all your health will require you to restart from a previous point, and you can save your progress by way of using telephones in the environment. You'll also have an Assassin's Creed eagle eye-like "Vision" mechanic at your employ, which highlights objects that can be interacted with in gold -- to refill that meter you'll have to drink something.

What I really like about D4 is that it draws you into its world immediately. From the moment that Amanda busts through the door and is introduced as a "freeloader/grocery shopper" that actually lives with you, to the first time you start walking through David's house, I felt like the world I was given wasn't just a fleeting creation -- like it had existed long before I was introduced to it. You basically see the story unfold through David's eyes, and hear his inner thoughts the whole time -- including some depressing "are they or aren't they real" hallucinations of his wife, Peggy. His mind isn't stable, and it creates an interesting storytelling dynamic as both you as the viewer and David himself try to make sense of things together.

Gameplay is also more interactive than your average adventure game. You need to actually pay attention when watching cutscenes, as a button prompt may occur that could provide you with additional information on an object or person. My favorite part is how the game handles highlighting random objects in the game world. By simply putting the cursor over something as mundane as a toilet, small phrases will pop up on the screen to give us the full story on something -- like the fact that said toilet is "no longer used" and has a "rusty lever."

This is a much more interesting method of handling the formula than, say, Telltale does it. Highlighting a cabinet in David's home might tell you that it was his wife's favorite spot to store things, and that she used to keep it tidy. Highlighting a microwave will give you
for objects, and look around with a fixed television camera slant. It's part ocular novel and part adventure, as " concealed objects " are abound, equally well as optional collectibles and tons of detail. 

 There's besides a strategic element of sorts with investigating objects, as David has a stamen and health meter. Using most actions will expend stamina, and annoyance of any kind will incur a health loss, which can be recover by finding food and medicine in the wilderness. Losing all your health will require you to restart from a former point, and you can save your progress by way of using telephone in the environment. You'll also have an Assassin's Creed eagle eye - like " Vision " mechanic at your employment, which highlights objects that can be interacted with in gold -- to refill that meter you'll have to toast something. 

 What I really like about D4 is that it draws you into its world immediately. From the moment that Amanda busts through the door and is introduced as a " freeloader / grocery shopper " that actually lives with you, to the inaugural time you start walk through David's family, I felt like the world I was given wasn't barely a fleeting creation -- like it had existed long before I was introduced to it. You basically see the fib unfold through David's eyes, and hear his inner thinking the whole time -- including some depressing " are they or aren't they real " hallucination of his wife, Peggy. His mind isn't static, and it make an interesting storytelling dynamic as both you as the viewer and David himself try to make sense of things together. 

 Gameplay is besides more interactive than your median adventure game. You need to actually give attention when watch cutscenes, as a button prompt may occur that could supply you with additional data on an object or person. My favorite part is how the game handles highlight random objects in the game world. By simply putting the cursor over something equally mundane as a toilet, small phrase will pop up on the screen to give us the full story on something -- like the fact that state toilet is " no longer used " and have a " rusty lever. " 

 This is a much more interesting method of handling the formula than, say, Telltale does it. highlight a cabinet in David's home might tell you that it was his wife's favorite spot to store things, and that she used to continue it kempt. foreground a microwave will give you
 fog objects, and look arouna with a fixed eqmera engle. If's part xisual novel and part adventnre, qs "hieden objects" are abouna, as well as optiinal xollectiblxa and tons of ltems.

Chxre's also a strstegic elekent of sorts figh investigating objects, as David has a stamonw and health mgter. Lsyng jost actions will expend stamina, ahd pain of any kind eill incur a health loss, wjich can be regained bj finding fiod wbd medicine kn the wild. Losing all your health will require you tu rescart from a peevlmus point, aid you can save yomg prograss by eay of using tclephmnew in the environment. Bou'll also have an Afsassin's Wrzed eagle eye-like "Visuob" mecvaniw at touf ejpkog, whicj hmghlights ogjects that can be interacted eiey in gold -- to refilj ehat meter you'll have to drink somethinc.

Whzt I really like about E4 is that it draws yoo into its world immediately. From the moment that Amanda buvts tiruugk the aiog and is introduced as a "freeloader/grocery shjlptr" nhat actually livcs with you, to the flrxj time you statt walknhg through David's hokse, I fglt lije the wowld O was given wasn't just a flweting creatpon -- like it had existzd long befoxe I wss inyroduced to it. You basieally aee the stogy unfold ghrough David's ehes, atd hear his inner thoughts the wholx timz -- incluaing some qepressing "are bvey or aren't they geal" kalluwinations lf his wife, Peggy. His mind isn't stable, and it cseanes an incerestlng storytellind dynamic as bpth you as tfe viewer znd Davmd himself twy to make setde of things togethew.

Gamwplat is alru more interacyive than your averqge adventure game. Yoo heed to actuallv kat attention whrn datshpng ctdscenes, as a butgon lrompg may occur ghat could provide you whth zdditional informayijn on an object jr person. My gavorite part is hlw thx game handkes highlighting random objects ih the gamf wjrld. By simpjy pmttigg the curxor over something as mundane as a toilxt, small phrases will kop up on the screen jo nive us the hull seory on smmething -- like the fqct that said toiket is "no longer used" and hds a "gusty lever."

This is a much more interesting method of handling the formula than, say, Telltale doex it. Viyhlnghting a cebmnet in David's hoke might tell you that it was hms wife's fdvjrite spot to store things, amd that she usea to keep it tidy. Highlifhting a microwave will give you
for objects, and look around with a angle. part visual and part adventure, as as optional collectibles tons of items. also a strategic element of sorts investigating objects, as David has a stamina and health meter. Using most actions expend stamina, and pain of any kind will incur a health loss, which be by food medicine in the wild. Losing all your health will require you to restart from a previous and you can save your progress by way using telephones in the You'll also have an Assassin's eagle "Vision" mechanic your which objects that can interacted with in gold -- to refill that meter you'll have to drink something. What I really about D4 it draws into world From the moment busts through the door and is "freeloader/grocery shopper" that actually lives with you, to first time start walking through David's house, I like the world I was given wasn't just fleeting creation -- like it had existed long before I was introduced to it. You the story unfold through eyes, and hear inner the time including some "are they or aren't they real" hallucinations of his wife, Peggy. mind isn't stable, and it creates an interesting storytelling dynamic you the viewer and himself try to make of together. Gameplay is also than average need actually attention when watching cutscenes, a button prompt may occur could provide you with or person. My favorite part is how the handles highlighting random objects in the game By simply putting the cursor over something as mundane as a toilet, phrases will on the screen to give us the full on something -- like fact that said toilet is "no longer used" and a lever." This a much more method of handling formula than, say, it. Highlighting cabinet David's you that it was his wife's spot store things, and that she to tidy. Highlighting a microwave will give you
 for objects, and look around wiTh a fixed caMera aNglE. It'S pArt vIsuaL novel and part aDVentUre, as "hidden objects" are aBound, As WEll aS OpTionaL collecTIbLES anD tOnS of ItEMs.

there'S alSo a straTegic elemeNt oF sOrts with inveSTiGating objeCts, As David has a sTamIna and HeAltH Meter. usiNg mosT actioNS will eXpend stamInA, And paiN Of any kiND WiLl inCur a health loss, whiCH cAN be regained by fInding FoOD aND MedIciNe in the wilD. LOsing ALl your hEAlTH WIll REquire you to reStart from a pREviOus poiNt, And YOu can sAve yoUr PRogRess by way of UsinG telephonEs in thE EnvironMEnt. You'lL also hAve An ASsasSIn'S CReeD eAGle EYe-LikE "visIon" mechaNiC aT your EmplOY, WHIch hIghLighTs objEcts that can be IntEracTEd wIth in Gold -- tO refIlL that Meter yOu'll hAvE to drink somethiNg.

WhAt I really LikE aBouT D4 Is thaT It drawS yoU inTo its woRld immeDIatElY. fROm The moment that AmandA bUSTs Through tHe door ANd Is INtroduceD aS a "fReelOADer/grOcerY ShOpper" thaT actuaLLy LiVes with YoU, to the FiRst TimE you sTArt wAlking Through DAvid's HOuse, I felt like tHE world I was givEN wASN't JUst a FleEting creatiOn -- liKE it hAd exIStEd lONg befOre I wAs INtROduced to it. You basicaLlY see thE storY unfold througH David's eyeS, AND hear his InneR ThOUghts the whole tIme -- inCluding somE DepressiNg "are They or arEn't they reAL" HallucinAtiOns Of hIs wIFE, PEggy. His mind isN'T StabLe, And it crEatEs an intEreStiNg sTorYtElling dynAmic as boTh YoU aS tHe vIewer ANd David hImSelF tRy tO make SEnse of ThingS togEtHeR.

gamEplay is ALsO MOre iNtErActiVe tHaN your AverAGe aDventurE game. You nEed TO actUaLlY pay attEntion when watChIng cutscenEs, As a Button PROmpt may oCcur that could provide you WIth addiTioNal inFormAtion on an ObjEct or pErsON. My favOrite pArt is HoW thE GAme haNDLeS hiGhLighting raNDOm oBjectS iN the Game worLd. By simply putting tHE cuRsor over sometHinG as mUNDaNe aS A tOIleT, sMAll PHRases will pop up oN the screen To GIvE us the full STorY oN somethIng -- like The faCT that saId toilet iS "no longer UsEd" anD HAs a "Rusty lever."

this is a mUch more inTErestINg MethoD of HandliNg The FormuLa than, SAy, TElltaLe does It. highliGhtinG a Cabinet iN David's home might tell you That it Was hiS wiFe's favoriTe sPOt tO store thiNgs, aNd that she uSed To kEep it TidY. highlIghtINg A miCRowavE wilL Give you
 for objects, and look aro und with a  fixe d c ame ra  ang le.It's part visu a l no vel and part adventure , as"h i dden ob jects " are a b ou n d , a swe llas op tiona l c ollecti bles and t ons  o f items.

Th e re 's also astr ategic eleme ntof sor ts  wi t h inv est igati ng obj e cts, a s David h as a stam i na andh e al th m eter. Using mosta ct i ons will expen d stam in a ,a n d p ain  of any ki nd  will incur a he a l t h l o ss, which can  be regaine d  by  findi ng  fo o d andmedic in e  in  the wild.Losi ng all yo ur hea l th will require  you t o r est artf ro ma p re v iou s  p oin t , a nd you c an  s ave y ourp r o g ress  by  way  of u sing telephon esin t h e e nviro nment . Yo u' ll al so hav e anAs sassin's Creedeagl e eye-lik e " Vi sio n"  mech a nic at  yo uremploy,  whichh igh li g h t sobjects that can b ei n te racted w ith in go ld -- to re fi llthat m eteryou' l lhave todrinks om et hing.
Wh at I r ea lly  li ke ab o ut D 4 is t hat it d rawsy ou into its wo r ld immediatel y .F r om themom ent that Am anda bust s th r ou ght he do or an di si ntroduced as a "fre el oader/ groce ry shopper" t hat actual l y lives wi th y o u, to the first t ime y ou start w a lking th rough  David's  house, I f elt like  th e w orl d I w as  given wasn't j ustafleetin g c reation  --  li keitha d existed  long be fo re  I  w asintro d uced toit . Y ou  ba sical l y seethe s tory  u nf o ldthrough Da v i d'sey es , an d h ea r his  inn e r t houghts  the whol e t i me - -in cluding  some depress in g "are the yoraren't t hey real " hallucinations of his wife, P egg y. Hi s mi nd isn'tsta ble, a ndi t crea tes an  inte re sti n g  stor y t el lin gdynamic as b oth  youas  the  viewer  and David himself try  to make sens e o f th i n gs  to g et h er. 
G ame p l ay is also more  interacti ve th an your av e rag eadventu re game . You need to  actually  pay atte nt ionw h enwatching c utscenes , as a bu t ton p r om pt ma y o ccur t ha t c ouldprovid e  yo u wit h addi ti onal i nform at ion on a n object or person. Myfavori te pa rtis how th e g a mehandles h ighl ighting ra ndo m o bject s i n  thegame wo rld .  By s impl y  puttingt he  cu r s or  over somet h i n g a s mun dan e  as atoil et, small phrases will pop up on  the s cre ent o gi ve  us the full s tor yo n  somethi ng  -- like th e fact t ha t  said  toile t is " no long e r  u s ed" an d ha s a  "rusty l eve r. " 

Thisis  a much m orein terest ing me t hodo f  handling the fo rmula t han,s ay,  Tell ta le does it.Highlighti ng a cabine t in D avid 's ho me migh ttell y outh at it wash is wife's  favo rite sp ot  tosto re thi ngs, a nd th at s he  us ed to kee p it ti dy .  Hi ghli ghtin ga mi crowave w i ll giveyou 
 for_objects, and_look around with a_fixed camera_angle._It's part_visual_novel and part_adventure, as "hidden_objects" are abound, as_well as optional_collectibles_and tons of items.

There's also a strategic element of sorts with investigating objects, as_David_has a_stamina_and_health meter. Using most actions_will expend stamina, and pain_of any_kind will incur a health loss, which can_be_regained by finding_food and medicine in the wild. Losing all your_health will require you to restart_from a previous_point,_and_you can save your_progress by way of using telephones_in the environment. You'll also have_an Assassin's Creed eagle eye-like "Vision" mechanic_at your employ, which highlights objects_that can be interacted with_in gold_-- to refill that meter_you'll have to_drink something.

What_I really like_about D4 is that it draws_you into its_world immediately. From the moment that_Amanda_busts through the_door_and_is introduced_as a "freeloader/grocery_shopper"_that actually_lives_with you, to the first time_you_start walking through David's house, I felt_like the world I_was_given wasn't just a_fleeting creation -- like it_had existed long before I was_introduced to_it. You_basically see the story unfold through David's eyes, and hear his_inner thoughts the whole time --_including some depressing "are_they or_aren't_they real" hallucinations_of_his wife,_Peggy. His mind isn't stable, and it_creates an_interesting storytelling dynamic as both you_as the viewer and_David_himself try to make sense of_things together.

Gameplay is also more interactive_than your average adventure game._You_need_to actually pay attention when_watching cutscenes, as a button prompt_may occur that_could provide you with additional information on_an_object or person. My favorite part_is_how the game handles highlighting random_objects_in_the game world. By simply_putting the cursor over something as_mundane as a toilet, small phrases will pop up_on the screen_to give us the full_story_on_something -- like the fact that said toilet is "no_longer used"_and has a_"rusty lever."

This is a much more interesting method of handling_the formula than, say, Telltale does it._Highlighting a cabinet in David's home might tell you that it_was his wife's favorite spot to store things,_and that she used to keep it_tidy. Highlighting a microwave_will_give you