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The Midnight Show
By Takster Games
 
With the ascension of Stranger Things and the spotlight it casts on 1980s horror, it’s no wonder games like The Midnight Show take the player back to that synth-fueled era for a round of adventure and scares. TMS drops the player right back into an 80s vibe, by depositing them in the middle of a neon-laced cinema and arcade called “The Orpheum”. The goal is to get back from the past and into your cozy home in the present day, but to do so you will need to outsmart the employees.
 
 
 
 
 
 
With the ascension of Stranger Things and the spotlight it casts on 1980s horror, it’s no wonder games like The Midnight Show take the player back to that synth-fueled era for a round of adventure and scares. TMS drops the player right back into an 80s vibe, by depositing them in the middle of a neon-laced cinema and arcade called “The Orpheum”. The goal is to get back from the past and into your cozy home in the present day, but to do so you will need to converse with the employees and gather the information and items needed to escape. TMS drops the typical swipe method used to navigate panorama scenes, opting to replace it with a “tilt-your-own-adventure” UI that relies on the mobile device’s accelerometer. This adds a unique gameplay aspect and also keeps the player from inadvertently pressing on typical point-and-click items and obstacles accidentally. The goal of Takster Games is to keep the story moving with as little resistance as possible. Conversations also play a large part in the gameplay, as you may find it’s easier to just lie to an employee to get past them to a new area. Although many times, you will need to figure out what they need in exchange to look the other way. Much of the story is also told through conversations, reducing the reliance on prologue and cut-scenes. The rest of the story is filled in through informational items gained along the way, like newspaper clippings or scientific notes. The soundtrack features music from New Retro Wave artists Wice and ALEX and the entire game is permeated with a heavy synth sound, like something from a John Carpenter movie. The music pairs with both 3D-rendered backgrounds and hand-painted character art to create a surreal, but familiar setting – something not quite out of a nightmare, but more from an uncomfortable dream. This is not a splatter or gore horror fest. TMS is an ominous slow-burn, drawing out the story in favor of quick jump-scares.
 
 
 
 
 
 
 
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