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I appreciate your brilliant review in the name of Decepticons. Each act of Inscryption will take you to a brand new adventure which is often how Daniel creates his games (also see The Hex which is 6 games combined in 1 game). The ever-changing format, alongside its richness, brings different flavors forth. This is one of the aspects we receive a lot of feedback about and we appreciate all of them!
Feel free to let me know what you think about the rest of Inscryption once your galactic journey throughout the game concludes :)
earnestly I found act 2's setting to be the most apt for the horror of the game. The lonely nostalgia of it feeling like the pokemon tcg for the gameboy and the slow creep of "things that shouldn't be".
Not to mention the sudden shock of loneliness that comes with losing all of your companions you've built up in act one. I also think most of the darkest content is revealed in act two if you dig deep enough so honestly act 2 for me is what makes the game because it explains and extrapolates so much of the story overall (at least one of the storylines).
I actually think overall act 2 increased the feeling of dread for me, the cabin is actually the coziest and least creepy setting for me in the game, its down right hospital and everyones pretty nice to you there lol.
I just finished the game for the first time and dug a bit into the other side of the game afterwards and this is my takeaway of act 2.
I get why people are put off by act 2 but i think without act 2 and how it interacts with the other acts the game would be much worse off. (plus kaycee's mod gives us all the cabin we can stomach lol)
Two things, for a first time play, the second act was amazing, as it only raises more question whilst also answering some of the first act.
To put it bluntly, the secrecy of the first act is what made it so eery. Problem is that either you keep the secrets unanswered, making your player frustrated, or reveal them removing the eeriness of the first act.
The game did the second, but to avoid invested players from feeling like there's nothing else to work towards, more questions are raised in the second act.
"Who are the scrybes"
"why are they sentient?"
"What really went down before you 'restored' inscryption?"
"Who actually is P03?"
The second act is relativally short when you know what you are doing which is a shame for those that enjoy it's new mecanics, but a blessing for those like you that aren't particularly fond of it.
And then you go into act 3. You know more or less what's going on. You know why the scrybes are fighting, you understand that P03 is no longer an ally, you learn to apprieciate Leshy's first act even more and you have a clear cut goal in mind.
It's no longer a game of secrets at that point (although it is), but a race against the computer to get back the game that you lost. I think that it's pretty masterful, and pay a good hommage to Daniel's game design philosophy. It's not something for everyone, I can get that, but it's nevertheless an excellent experience if you can apprieciate the narrative devices at play.