Рўс‚р°с‚сњрё Рѕр° С‚рµрјсѓ: "we Were Here Forever" Info
: Unlike It Takes Two , this game requires both players to own a copy, which several critics mentioned as a significant barrier for co-op titles. Player Experiences
: Some reviewers encountered clipping issues, animation loops, and "micro-loads" that suggest the game could have used a bit more polish.
“The puzzles are tough – there's no getting around that – but even the ones we spent the longest on had that ‘eureka’ moment that made it all worth it.” IGN We Were Here Forever Review : Unlike It Takes Two , this game
: GamingTrend argues that the game feels like a "slog" at times due to "artificially extended" puzzle repetition.
: The game relies entirely on verbal communication via walkie-talkies. Reviews from IGN and IGN Nordic praise the puzzles for being some of the "cleverest and most satisfying" in the genre, testing everything from symbol recognition to complex logic. : The game relies entirely on verbal communication
While mostly positive, some articles point out specific "pain points":
: Reviewers at VGamingNews and Hey Poor Player point to the "chunky-charm" art style and spooky sound design as major contributors to its immersive, often unsettling atmosphere. : Unlike its predecessors, which were relatively short,
: Unlike its predecessors, which were relatively short, Forever offers a substantial 10–12 hour campaign. TheGamer notes it as the most approachable entry for newcomers despite being the fourth installment. Critical Perspectives: "A Frustratingly Fun Slog"