

The only thing he knows is a recurring vision that he has seen of himself stabbing a sword into a statue. As is the trope, he has amnesia and cannot remember how he got to this demonic location. To begin your tale, the main protagonist wakes up in a cage flying high in the sky, unsure of his surroundings. Your main character remains personality-less throughout the majority of the game, which only further plays into the moral choices that drive your playthrough. Many of the characters assess their own little witty quips either that or they draw you into their personal story, which leads to some of the bigger moral choices.

The aforementioned art style is what really makes you look forward to the characters but the writing you run into only brings about more interest.

One thing you can describe as enjoyable is the plethora of characters you will run into during your time with Tormentum. Building a character can be a difficult thing, but when your base design is so detailed, as they are in Tormentum, that makes the task all the more easy. The art style extends from simple wall designs and in-game painting it also shines a level of detail on each character. Even if you find yourself tiring of some of the later puzzles, the art will keep you anticipating every little scene you find yourself about to approach. While it is hard to describe the visuals of Tormentum as “enjoyable,” they definitely keep you on the edge of your seat. Throughout every plane of screen you traverse, you will see at least one piece of disgusting artistry that makes you sit back and simply say “damn.” Apart from that, he was known to make borderline demonic, paintings, which is also a tendency of the artists who crafted Tormentum. The dour art style seems to draw a lot of inspiration HR Giger, the artist who won an Oscar for his Special Effects work on Alien. The art style is one that embraces the dark nature of everything happening on screen. Tormentum possesses one of the most unique art styles ever featured in a game. Developer OhNoo Studio has entered their name into this foray as Tormentum – Dark Sorrow hopes to balance those two concepts. Thus is the ultimate issue with building a point-and-click adventure game in 2015. Of course, this is not always a bad thing as having your hand held can, a majority of the time, lead to a better gameplay experience. In order to do so well, you must blend the classic point-and-click adventure tropes such as using random objects and interacting with your environment into new-age concepts that have conditioned players to think if they get lost, it is the games fault. Building a point-and-click adventure in today’s video game market is a tough achievement.
