What Did I Play on 2017-06-19?
Sweet Home Part III: Cinematic Influence
Sweet Home nods to its cinematic inspiration while making excellent use of limited resources. Some of these visual ideas have had a lasting impact on the survival horror genre.
An investigation team searches for Mamiya Ichirou's fresco... But it lies within the haunted Mamiya manor...
The game opens with a long shot of the mansion, establishing a sense of place and isolation.

This is the first instance of the cool door opening animation that we will see throughout the game whenever doors are unlocked. Opening-door animations would later famously be utilized by the Resident Evil series. Yep, it started here, folks. In later games this technique will be used to mask loading times, but in Sweet Home the animation is purely to build suspense.
Akiko: Let's go! Prep the camera.
Asuka: Good, we're all here. Somewhere in this mansion is Mamiya's fresco, I'm sure. The fresco used a special tech--
Taro: What the?
Emi: Wa!

The front door slams shut and the room begins to shake and the ceiling collapses, blocking the doorway with rubble. Then, Lady Mamiya arrives. We don't know anything about her yet, but it's immediately clear something terrible has happened here. This room is characteristic of design throughout the game. It's a small space surrounded by black. Many of the rooms will be tightly designed, often connected by winding hallways.
Asuka: The exit!
Lady Mamiya: Fools! Those who defile my home shall feel my wrath!!
She vanishes without giving us the deets. Assume the worst.
Emi: What's going on?!
Taro: We have to escape!
Kazuo: There has to be another exit. We better search the mansion.
Kazuo: Also remember we each have our own tools.
This marks the end of unique dialogue for the crew.
The player how has control of Kazuo, who can reassure the rest of the team. It's hard to tell if they're all in shock or if getting locked inside a haunted mansion is just another typical day at Kazuo Industries. Remember how I talked about the crew's lack of personality?
Kazuo: Asuka, don't worry.
Asuka: Thanks.Kazuo: Akiko, don't worry.
Akiko: Okay...Kazuo: Taro, don't worry.
Taro: Alright.Kazuo: Emi, don't worry.
Emi: Okay.
Stimulating stuff. Initiating conversation throughout the game results in the lead character providing a reminder about their special item, nothing more. It seems like a missed opportunity, but the game wants us to focus on the mansion and the Mamiyas. Fortunately, letters and messages will fill in the mansion's backstory, and the entities we encounter in the mansion will have plenty to say.
Before I get into the epistolary storytelling, I want to take a moment to admire the game's level design. The mansion layout is pretty amazing. The game requires backtracking (potentially a lot, if you have a bad memory or don't manage your inventory well) and the developers have made the loops as painless as possible. Many of the maps are compact, and the efficient use of space lends a sense of claustrophobia. Opening locked doors with special keys often leads to aha! moments, because the layout makes spacial sense and is well-designed. I haven't mapped out the screens, but I would not be surprised if they fit perfectly.

Dark hallways are lit by lightning, create a tense atmosphere.

Occasionally the crew discovers reminders of the people who lived here. The tile designer has made a point of giving each level of the mansion a unique feel. A lot of color is being used, and the palette choice keeps things visually interesting while maintaining the derelict vibe.

Environment puzzles lead to a custom scene that can be examined and interacted with up close. This allows close and long shots as well as more complex animations. Here's an example of a puzzle involving two different knight statues. It's an effective way to break up the gameplay and the visuals.



