<p>I honestly did not want to write this particular review&period; Why&quest; Because <em>Datura<&sol;em> is a game that I simply pity&period; I feel sorry for the designers whose ambition was squandered&period; I feel sorry for the gamers who&comma; like myself&comma; were looking forward to a provocative&comma; immersive sojourn into the more artistic realm of gaming&period; People expected something like <em>Journey<&sol;em>&comma; with its seamless&comma; organic world and its flawless presentation&period; Instead&comma; they were treated to something more akin to a rickety&comma; run-down carnival ride&period; <em>Datura<&sol;em> stands out stylistically&comma; but I’m afraid that is the only pseudo-compliment I can levy at it&period; Everything else is either hackneyed or broken&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>As far as I can gather&comma; <em>Datura<&sol;em> is a hallucinogenic excursion through the psyche of an escaped convict&comma; after severely injuring himself in a car accident&period; As he wavers on the precipice of life and death&comma; he finds himself wandering through an eerie forest&comma; recollecting on previous incidents in his life&period; This sounds like a thought-provoking&comma; powerful concept for a game&comma; at least on the surface&period; Some of the flashbacks present interesting concepts&comma; not often seen in video games&period; The art style itself is reminiscent of numerous &OpenCurlyDoubleQuote;point and click” games from the 90s&period; For better or worse&comma; <em>Datura<&sol;em> tries to maintain a similar atmosphere&period;<&sol;p>&NewLine;<p>So&comma; you may be wondering where this game goes horribly wrong&comma; to the point where it shatters the entire experience&period; Think&comma; for a moment&comma; of what is the most important aspect of a visionary game of this sort&period; It is&comma; obviously&comma; the competency of the presentation&period; If a game is seeking to woo the player&comma; solely with its visual storytelling&comma; atmosphere&comma; and gripping visuals&comma; than it needs a certain level of polish to back it up&period; Games such as this should&comma; at the very least&comma; be able to craft their own seamless universe in which the player can immerse themself&period; <em>Journey<&sol;em> is a paragon of this genre&comma; and it is sets the high watermark for &OpenCurlyDoubleQuote;experience” games&period; <em>Datura<&sol;em>&comma; sadly&comma; falls on the other side of the spectrum&period; Within the first 30 seconds of playing <em>Datura<&sol;em>&comma; I knew something was awry&period;<&sol;p>&NewLine;<p>The game opens with your character waking up in the back of a moving ambulance&period; Immediately my character’s disembodied hand begins to glitch its way through objects and his own chest&period; Instantly&comma; the realism and immersion of the scene is sucked away&period; I was already well aware of the &OpenCurlyDoubleQuote;disembodied hand” element in the game&comma; and I still strongly assert that it is entirely unnecessary and detracts from the overall tone&period; To make matters worse in this opening&comma; you quickly notice that the character animations &lpar;in this case&comma; the female paramedic&rpar; are extremely off kilter and even cartoony&period; This is a constant burden on the subsequent flashbacks&comma; and it eviscerates the realism of <em>Datura<&sol;em>’s world&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>On top of that&comma; the music seems &OpenCurlyDoubleQuote;off” though most of the game&period; The forest is set in the peak of fall&comma; with leaves and desolate trees filling the landscape&period; This suggests the coming winter&comma; which I suspect symbolizes the inevitable death of our protagonist&period; Such an environment would greatly benefit from a minimalistic&comma; ambient soundtrack&comma; but instead we are given an extremely out of place&comma; booming score&period; The music itself isn’t terribly made&period; It is just placed poorly&period;<&sol;p>&NewLine;<p>The game is set up in 3 gated sections of a forest&period; The player is allowed to freely explore it&period; There are various places of interaction that you will come across&comma; such as a fountain&comma; a shooting gallery&comma; or a door&period; You are expected to perform various motions with the move or SIAXIS controller&comma; in order to fulfill what can loosely be called &OpenCurlyDoubleQuote;puzzles&period;” These usually result in some sort of flash back to a prior event in the protagonist’s life&comma; leading up to his accident&period; This sounds like a game that would at least keep your curiosity piqued and keep the visuals and gameplay fresh&period; Unfortunately&comma; there are numerous reasons why the execution of the premise does not work&period;<&sol;p>&NewLine;<p>The controls are mostly what you would expect from a motion control game&comma; but it is odd that your movement is limited to one analog stick&period; This means that&comma; unlike other first person games&comma; you cannot aim your vision and walk at the same time&period; This fatal flaw sets the game’s mechanics back 20 years and seriously detracts from the whole experience&period;<&sol;p>&NewLine;<p>As I said before&comma; the game contains puzzles&comma; but they seriously lack any logic whatsoever&period; They are not coherent enough to be engaging&period; For example&comma; I came across a fountain that spurted a benign green gelatin&period; I figured that I needed something to transport it with &lpar;for what&comma; I had no idea&rpar;&period; So&comma; I happened upon a statue of a woman holding a bowl and a vase&comma; both of which appeared to be loosely attached&period; I tried grabbing each of them repeatedly&comma; to no avail&period; After much wandering around&comma; I happened upon an empty milk carton&comma; which I proceeded to fill with the fluid&period; I returned to the statue and dumped the fluid into the vase&comma; which&comma; in turn&comma; caused the bowl to lower&comma; revealing a key inside of it&period; Do you see how none of this offers an intellectually engaging experience&quest; It’s rather insulting really&comma; that my character was inexplicably unable to reach up and feel around in the bowl in the first place&comma; which he could easily reach&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>The puzzle I just described to you is just scratching the surface as to how utterly nonsensical this game is&period; At one point&comma; you are given a type of mini boss&period; Are you prepared to hear about this&quest; It is none other than a tennis ball launcher&period; Yes&comma; I am sure you are all quivering in sheer terror&period; Your character slowly approaches it&comma; donning a garbage can lid for defense &lpar;I am not making this up&rpar;&period; First of all&comma; I don’t see why he was incapable of moving out of the launcher’s stationary line of fire&period; To give this insipid moment some sort of challenge&comma; your character is seemingly incapable of raising the lid&sol;shield and walking at the same time&period; This means that you have to take 3 steps&comma; stop in your tracks&comma; raise the shield to defend yourself&comma; take 3 more steps&comma; and then repeat this process in unison&period; I may have to do a bit of research into this area&comma; but I am relatively certain that it is&comma; in fact&comma; possible to hold a garbage can lid and walk at the same time&comma; in real life&period; This is one of the most audacious&comma; player-insulting moments I have ever seen in a game&comma; and it is immediately followed by another frustratingly incoherent mini game in which you are manning a Gatling gun&comma; fending off literal cardboard soldiers in a WW1-esque environment&period; Setting aside the lackluster aiming controls&comma; this part leaves the player frustrated and confused as to why they are in a shooting gallery&comma; when this time could be devoted to a legitimate&comma; engaging war-time flashback&period; That could actually give the protagonist some depth or backstory&comma; but instead we are whisked away to yet another side game that does nothing to advance the story or entertain the player&period; A few mini games later&comma; you are brought to the game’s dénouement&comma; one of the most abrupt&comma; unsatisfying&comma; insulting endings I have ever seen in a game&period;<&sol;p>&NewLine;<p>It is baffling to me why this game has such a heavy emphasis on motion control mini games&comma; when all they do is erode the experience&period; Each one is more feckless and listless than the last&period; On top of that&comma; there is an artificial&comma; fabricated feel to them&comma; as if they have all been laid out in advance&period; There isn’t a true sense of discovery or exploration&period; The only organic things in the D<em>atura<&sol;em> are the leaves&period; On top of all that&comma; there are numerous technical hiccups&period; Despite being in a near solid 60 FPS&comma; there is a lot of texture and environment pop-in&period; Of course&comma; at this point in the review&comma; this complaint seems trifling compared to the rest of the <em>Datura<&sol;em>’s problems&period;<&sol;p>&NewLine;<p>I’m not the kind of man who takes pleasure in lambasting something that presents a genuine sense of artistic ambition&comma; but <em>Datura<&sol;em> is a textbook specimen of how this sort of game can be done wrong&period; There is nothing inherently wrong with games that capitalize on style and artistic proficiency&comma; rather than challenge and gameplay diversity&period; I always work under the notion that video games are a diverse art form&comma; and that they are many roads to attaining success&period; <em>Datura<&sol;em> awkwardly stumbles down the lofty path of games like <em>Journey<&sol;em> and <em>Heavy Rain<&sol;em>&comma; bumping into every railing and&comma; somewhere along the way&comma; plummeting to its demise&period;<&sol;p>&NewLine;<p>It is a wonder to me that this game was even released in this condition&comma; whether it was due to under-budgeting or time constraints&period; Whatever the reason&comma; the final product is simply not acceptable&period; Perhaps the greatest insult to those who bought the game is its pitiful length&comma; clocking in at around an hour and a half&period; The size of the game’s world is not even as large as single standard FPS multiplayer map&period; The game’s nonsensical puzzles and the character’s slow walk-cycle are what pad the run-time out&period; On a second playthrough&comma; 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  1. stop whining – it was designed for move and pad was added there as a must. Also you didn’t get the story.

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