Absolutely LOVED the first two missions. Incredible atmosphere using a great mix of classic and custom soundscapes and assets. Sharp writing throughout, great pacing – brilliant use of architecture and design to sculpt the story so that it unfolds naturally as you explore this dense district one plague-ridden house at a time.
Overall attention to detail and atmosphere is breathtaking. Secrets galore, with a strong leitmotif of family tragedy in the face of overwhelming chaos. Hit hard playing it in the middle of a real pandemic. The story of the Fawleys is especially affecting, and the way in which strange initial clues line up at the climax is both satisfying and horrifying. Also, many opportunities to do some good to fight the tragedy – healing a runaway and playing matchmaker with her beloved, returned a kidnapped pet to its owner (Pinky the Burrick!) Even the chance to help mend a damaged queer romance - the first I've encountered in FMs.
However, the third mission is a major disappointment. All very cool – more custom assets, great creative enemies…but was essentially a boring key hunt through a linear series of Pagan/Maw areas, connected by miles of empty corridors through which one had to backtrack. Worlds away from the intricate, rewarding exploration and story of the first two nights. A very cool “boss battle” that pit the Big Bad against an army of her own devising. But that didn’t make up for what came before. Major disappointment and a frustrating way to end what is otherwise my favorite FM pack so far.
Biggest Surprise: Hard to pick, but I think my favorite were the bats fluttering around the abandoned cathedral. Best bit: Impossible to choose. Throughout the first two nights, it seemed every corner held a new surprise, whether an expertly hidden secret or an exciting character beat or a rewarding bit of custom scripting. Worst bit: Night Three. Individual areas were exciting, but the whole felt like a slapped-together puzzle instead of a proper conclusion.