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Despite this added feature, locating all six generators while keeping the monster at bay quickly became a drawn-out chore.
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One level required me to activate six randomly placed generators within a dark mining facility while being stalked by Slender Man and chased by a truly disturbing homunculus, appropriately named “the Chaser.” The Chaser could be blinded by my flashlight, temporarily slowing it down. Overlooking pages or paths was admittedly a fault in my own abilities however, the small size and dull color of most objectives and environments didn’t help with the matter. Sub-standard controls and an overall slow movement speed made this process laborious every time. Many times after exploring the entire map, I’d find myself short one or two of the randomly placed objectives and have to circle back to find them. One may argue that the restrictive FOV adds to the title’s immersion by representing the limited peripherals of the characters’ in-game camcorders however, taking immersion into account does not remedy the game’s consequential unpleasant feel.Įnvironments are large and intentionally present players with very little guidance. Furthermore, the game’s tunnel vision-like, nonadjustable FOV makes gameplay that’s already tedious disorienting and nigh insufferable. The game’s first-person camera control is similarly uneasy and is limited to only four arbitrary sensitivity settings labeled “low,” “normal,” “high,” and “very high.” Both movement and camera commands react only to thumbsticks pressed against the edge of their radii, resulting in an artificial lag and controls that feel unresponsive. This obvious remnant of former WASD controls ignores the expressive capabilities of console analog sticks – something quite ubiquitous to modern gamepad commands – and actually makes the D-pad seem like a more suitable means for movement. The game features two movement speeds – walking and running – with nothing in between. Movement and camera controls seem to have received surprisingly little attention for a title whose core gameplay is basically limited to walking and looking. While The Arrival’s lore may pique players’ curiosity, navigating it is an entirely different nightmare. The game’s flash scares could’ve felt more meaningful if perhaps they’d have been paired with greater suspense, meatier gameplay, or at least some sort of variety to fall back on. Although his sudden jump-out scares consistently spooked me throughout the game, most of time, I felt as though I were playing through a gimmicky walking-sim with scary pop-ups rather than a thoughtful, fleshed out horror. As players get closer to completing each level, Slender Man’s appearances become more and more frequent, propelling a sense of urgency and panic. The Slender Man moves about the environment by means of teleportation, typically popping up directly in front of players with a jolting “bang.” Once in sight, players can only turn and run to escape him.
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The plot and lore driving the The Arrival were relatively fun to learn about and proved to be among the title’s strongest elements. Every encounter and item in the game, including pages and items inessential to level progression, relate to an overarching story that players can piece together for themselves upon completion of the game. Later levels – as well as “secret” and “extra” levels – allow players to take on the role of Kate and other featured Slender Man victims in order to witness their disappearances first-hand. Armed with only a camera and a flashlight, players must scour the dark environments for loose drawings and notes to help them track down the missing girl, all while being stalked by a teleporting Slender Man. In the first few levels of the game, players control Lauren as she searches decrepit houses, an abandoned kids-camp, and a mining facility for her missing friend Kate.
Minecraft slender the arrival maps series#
Slender: The Arrival uses a found footage-like approach to storytelling, playing out a series of Slender Man encounters through the lens of a camera.