![]() ![]() Little Hope, like its in-house predecessors, looks dazzling and atmospheric at all times. Shifting filmic camera angles and a near-total lack of HUD make the game immediately and permanently immersive, and the fidelity of character models and detailed environmental design only further this approach. Players control several characters through something often closer to a movie than a game, regularly injecting their own direction into a scene: be it a nail-biting, QTE-laden escape from a monster's grasp or the dialogue-heavy, interpersonal dynamics of feuding friends or family members. ![]() Little Hope plays just as you'd expect if you've played Supermassive's earlier horror-adventure games. In that way, Little Hope builds its original ghost story around real-life scares in an awesome way that Supermassive hasn't tried until now. Even some interiors are very similar to places I've been to. Though Little Hope is not meant to be a stand-in for Salem - they co-exist in the game's story - it's obvious having spent many days there myself that Supermassive took direct inspiration from some of the landmarks. It's not open-world by any means, but out of the fog and within each scene, there can be plenty to explore - broken cabinets to open, fallen portraits to turn over, aged notes to read. ![]() As a Massachusetts native, I loved exploring every corner of the town in Little Hope. ![]()
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