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The Think Ink acts similarly to hearts, so she needs it to look beautiful. The first was gears, the second was power cells, and the third was Thick Ink. I believe there were six tasks, which I'll group in threes. The game was essentially an accident.Ĭounterpoint to the usefulness of the objects in Chapter 3. He called the file "monster.blend", and it autocorrected to "monster.bendy". Hell, Bendy itself wasn't the planned name. And Bendy was just a monster he decided to make. He just darkened the setting and he thought it looked scary. He wasn't even making a horror game at first. The story and the game was made virtually at the same time. I believe that's the fatal flaw of how the game was made. Just slap some piecut eyes on it and ship it out to Target and viola. There's alot of elements you could pull from the medium and yet you do nothing with it. You take cartoons, the embodiement of illogical lunacy, things that don't abide by our natural laws, and you water it down to something so simple that it can be stopped by a door. You'd think that a living 1930's cartoon character would function or do things in ways that would amount to more.Īnd that's one of the big things behind Bendy the developers horribly missed the mark on. Which is really boring and dull for a cartoon monster. He just exists to chase you and that's it. Let's face it, his designs neat, but at the end of the day he's a generic horror monster. Sure, there's some hidden stuff to it, but realistically, the player has no idea what Ink Bendy IS and what the Ink Machine DOES.Īnd lets get into Ink Bendy btw. With BATIM you go in, you meet characters, and then they are killed off before they have any meaning. In the beginning you have a concrete set of rules and exposition as to why the character is there, why he does stuff, and what are the things he's doing, and then it fills itself out from there. That, and combined with the story behind whats going on being so vague that it becomes impossible to actually pick up on whats happening for the player. ( ) i feel almost perfectly sums up my thoughts on BATIM. What purpose does getting the cogs, thick ink, power cores, axing the cutouts, and getting the hearts do? Does it come back into the story later in some meaningful way? No. This may sound like a generalization but think about it. You go from point A to B and get a thing. It builds stakes.īut with 80% of the other mechanics, its dry and boring. I won't even get into the fetch quests since that talk has been done to death, but the only puzzle I felt required any sort of challenge is the Music Puzzle in Chapter 2, where you had the opportunity of failure and starting over again. But the longer I sit and think about it, Bendy and the Ink Machine's story and the way it executes it is bad, with mediocre gameplay stacked onto it to further salt the wound. Listen I like BATIM for the atmosphere, the concept, and the environment and character designs.
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