I saw black clouds wiki5/16/2023 ![]() TechRaptor reviewed I Saw Black Clouds on Nintendo Switch using a copy provided by the developer. ![]() Sometimes, you’re just better off putting the controller down and walking away. I Saw Black Clouds isn’t worth perpetuating that facade for. The controller is off and they’re really in charge but I certainly feel like I’ve done something. As a player, I often felt appeased by the game, like a child pretending to play their older siblings' console. The production is jarring, the audio design is poor, the story is filled with cliches and it simply consistently doesn’t hit the mark. I Saw Black Clouds has far too many issues to really recommend. Though, if you’re really desperate for a good one, I’d check out Dark Nights with Poe and Munro instead. If you’re a fan of FMV games and can deal with those issues, some of the scares can be quite good and there certainly is a mystery to unravel at its core. This being said, I Saw Black Clouds isn’t entirely bad. The lack of real decision makes the mediocre production shine through harder. You can choose whether or not you pick up a necklace but don’t get to decide if you want to explore the hand that just grabbed your leg. Where, occasionally, you can choose to investigate or not, it often leaves out fundamental decisions in exchange for ones that mean very little. Decision design is widely varied throughout. Awkward cuts, poor audio design, and mediocre acting move from, what could be considered charm, to something that takes itself far too seriously. This tone switch shines a lot on I Saw Black Clouds’ worst parts and makes flaws become even more inappropriate. It simply doesn’t have the budget or tact to deal with these with real intelligence and comes off as cheap and insincere. This is when it flips the script and decides to deal with some very dark and personal topics. With the jarring cuts and supernatural intro, I Saw Black Clouds provides just enough B movie appeal to work for some audiences. ![]() Its best horror moments feel a little more grounded and visceral but even this runs into its own unique problems. Oftentimes, jump scares feel like a cheap way of keeping you engaged and work to alienate instead. This has the unintended effect of making them feel entirely unnecessary. ![]() Whilst it does attempt to explain their presence, it doesn’t feel adequate enough to justify their existence. It immediately plays with the supernatural, injecting some ghostly atmosphere into scenes, but they rarely equate to anything better than a cheap jump scare. The same can be said for some of its scariest scenes. Where it could opt to flow scenes together with some transitionary shot, it chooses to sellotape the two and hope the game doesn’t suffer for it. There are a few central beats you must make your way through but it often didn’t put them together adequately enough. What didn’t work too well is the general flow of the story. These change the narrative in a mostly satisfying way reflecting quite well on how we conceptualize and understand our fate. ![]() You float in between three central ideas in your story: Denial, Acceptance, and Guilt. Depending on your choices, your relationships can change, your stats grow and the flow of the story changes. It attempts to foster some semblance of choice through a stats sheet and this actually is quite a good idea. When you can choose to stay to hear more information, the scene it jumps from is the same either way meaning, whilst your decisions change, the characters stay the exact same. You are often given decisions where the outcome is functionally the same. Fundamentally, this shows a flaw in the way the narrative is told. ![]()
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