![]() ![]() Every sound, every text source, every transition or visual effect is there to facilitate the immersion that we are interacting with a real mobile, and it works. Navigation through the menus is very polished, fast and incredibly satisfying. The fidelity with which they manage to emulate many of the routine activities we do on a mobile phone is surprising. Simulacra 2 is the latest installment in a series that, although its formula has changed little during these games, it is one so concrete (and so little explored) that it still works. Now we not only had messaging or emails, also a Twitter, a browser, a Tinder, or in the latter case, an Instagram. In love with his own style, the company followed that course in later works, and we have seen with it the birth of the Simulacra saga, a spiritual successor of that first game that refined the simulation in the service of even more convoluted stories. Now they arrive with another proposal that we have already been able to analyze in Meristation. It was an experimental product of just an hour's duration, but it already put on the table a series of elements that had a lot of potential for expansion. In 2016 Kaigan Games wanted to catch us off guard with its proposal of terror vouyerist Sara is Missing, a paranormal thriller told through a mobile phone in which each chat conversation, each email and each video in the gallery could be a clue to reveal the fate of the missing Sara. ![]()
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