In the remote mountains of Colorado, horrors wait inside Mount Massive Asylum. A long-abandoned home for the mentally ill, recently re-opened by the “research and charity” branch of the transnational Murkoff Corporation, has been operating in strict secrecy… until now. Acting on a tip from an inside source, independent journalist Miles Upshur breaks into the facility, and what he discovers walks a terrifying line between science and religion, nature and something else entirely. Once inside, his only hope of escape lies with the terrible truth at the heart of Mount Massive.

TheUnbeholden says

9/10 - Agree (3) Disagree (2)

I found the story pieced together and it never really gave you any real way to fight the threat, so instead your character was thrust into the danger. Because logically your character would not try and stop the evil spirit if they have no idea how to stop it. I found this rather odd decision. 95% of players would obviously choose to run away when they get the chance. I don't see why our character can't... for dramatic purposes it does make for a sadder, more violent ending though.

+ Atmosphere is so thick you can feel it from the first few moments of the game
+ Jumpscares, eventhough a fair few are predictable. Theres a few that aren't though.
+ It feels like a evolution of Amnesia. You can hide underneath tables and beds, and in lockers. Enemies actually try and look through lockers though if they see you go in the room.
+ Story keeps you intrigued.
+ The enemies are humanlike and disturbed ugly individuals. Suffice to say, you are frightened. The fact that some of them are friendly it seems is quite

- I found the story to be a bit lacking after its all said and done. I felt like there could have been a bit more to it. Keeping you intrigued works to a certain point.
- The horror is a bit to focused on jump scares, it does shake it up a bit every now and then though.
- Game lost its fear factor in the last 40 minutes but thats ok, I was thoroughly satisfied by that point, at this point you merely want to the story to be resolved.
- Batteries (and therefore Nightvision) was quite plentiful with some bare minimum exploration but luckily I used it only when I absolutely needed to.