The Padre is a game of terror and graphic adventure in the style of the old classics. The Father offers a gameplay based on the roots of point-and-click, adding an action component in the fighting. It promises lots of hours of play and a very elaborate atmosphere inspired by classics such as Lovecraft, as well as several endings.
Minimum requirements
OS: Windows 7
Processor: 2 GHz
Memory: 4 GB of RAM
Graphics: 1 GB VRAM
DirectX: Version 9.0c
Storage: 4 GB of available space
For Mac
SO: Mountain Lion 10.8.5
Processor: 2GHz
Memory: 4 GB of RAM
Graphics: 1 GB VRAM
Storage: 4 GB of available space
For Linux
SO: Ubuntu 12.04+ / SteamOS +
Processor: 2 Ghz
Memory: 4 GB of RAM
Graphics: 1 GB VRAM
Storage: 4 GB of available space
Like almost all genres, survival horror has suffered many ups and downs. The indies regained their essence when the big companies forgot about it, and now it seems that they are once again among the greats. Sagas as The Evil Within and returns as the Resident Evil 2. I always appreciate that there are studies willing to recover classic adventures, those that are not done, but this must be careful not underestimate.
The Padre, a title that surely sounds better if you're not Spanish-speaking, is an old school horror game, in which we have to explore a mansion taking control of a cardinal formerly a demon hunter and now an exorcist. The development is the one we already know, having to explore rooms in search of objects, combine them with the environment and defeat enemies with melee or fire weapons to advance.
It has been shown that these mechanics work, but you have to know how to execute them well, and The Father, honestly, does not know. The adventure begins well, but soon becomes confused, accumulating objects and rooms to explore without being clear about what progress we are making. The combat and design of enemies is not attractive or fun, and although we know that clumsiness and, in a way, frustration were part of the classic survival horror, it was something that would have to be intentionally derived from the design, and not from an execution poor.
The progression in Alone in the Dark or Resident Evil, especially in the first installments of both sagas, is almost millimeter. The order in which the doors open or in which the objects are achieved and their meaning is very measured and creates a kind of funnel effect that gets you slowly along the right path. In this title, too often, it becomes a matter of trial and error, something little or not at all satisfactory.
Believe it or not, the game suffers to reach 30 images per second in scenarios like this one.
Believe it or not, the game suffers to reach 30 images per second in scenarios like this one.
In The Father you rarely know if you are going to hit an enemy or if you are in the right room. There is even a system of clues in the form of The Bible that almost never helps us. When he does, he gives us advice such as "get a gun", something that we had not found very hard to guess.
Apart, and although it is something very personal and subjective, artistically we think that betting on a nefarious style for a survival horror. You are constantly playing with the feeling that it is a scary game for children, but with a complex and convoluted development even for an adult. And not to mention the performance, something in which we will deepen later.
The Father has some good things. We like the difficulty and that they force us to try and experiment, and we like the ambience and the tension that permanent death generates. Each time we die, we fill in a bottle that, when filled completely, will erase our game. It is possible to empty it, although we have to find out how, and we assure you that it is important to do it, because we have verified that, in effect, you delete the game. And, by the way, there are objects that without warning, kill you directly when interacting with them as a joke to which we are still trying to find grace.
I do not finish understanding the concept behind The Father. Try to recover the essence of survival horror, inspiring games like Alone in the Dark, and wrap it in a graphic section that seems to direct it to a young audience and even children is a decision at least strange.
Even so, artistic style is the least of its problems. To the very poor performance in Switch it is necessary to add a confused and convoluted design and a very fierce combat system. And yes, we know that many classic survival horror have a convoluted design and a clumsy combat, but the difference is that in this case is not done on purpose. The truth is that we have trouble recommending The Father. It could have been a game at least entertaining, but we believe that he has underestimated the importance of design the genre he was trying to recover.
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