The Someday You’ll Return game will again frighten you with things outside of its menace. Our protagonist also likes to pick up herbs along the way and gobble up the herbs when he is about to face something dangerous.
He may not have the senses of a hunter but has a phone with a permanent battery. He did not pick up any cards, but he did not forget to grab the pieces of candy shell.
And every jump at the same height from the second step down the first step was enough to frighten his eyes.
When he heard that his daughter Stela was missing, his reaction was simply frowning and annoyed. He refuses to call the police even though the plan to find Stela is only to stab into the woods as deep as possible.
When asked what Stela looks like, he bluntly replied he remembers with faith. Although Someday You’ll Return’s charm lies in the mysterious atmosphere in the story. The old forest itself is a mellow train leading the player’s way.
It both brings a sense of traveling to a strange land, and has a quiet atmosphere of single travel. The collectible items such as the aforementioned candy cases are literally just side jobs. Because the walk in the game almost satisfies the writer’s excitement in discovery with the scenery and the environmental tone is so special.
Someday You’ll Return was, fundamentally, still a horror game in mind, and it must put the tension in the story it was telling above all else. The above predictability was a fatal stab through Someday You’ll Return’s horror heart.
But in fact it was not a bad thing. Because the game does not need jumping out games with the Layers of Fear frequency to hold the player. One of the reasons why Someday You’ll Return’s knots were so impacted was Daniel’s reaction.