I finished this game yesterday. As my playthrough went on, I was planning to write some harsh words on it, but then the credits rolled and I was greeted with a message stating how the devs loved making this game and how close and personal the project was to them. That message tugged at my heartstrings and made me reconsider the tone I was going to use, especially considering how hard a job game development is, so I will try to be as fair with my own feelings as possible without being disrespectful to the development team.
First of all, I think the environmental artists deserve endless praise. The areas are consistently beautiful from beginning to end, and I was overjoyed to just walk around and pay attention to the level of detail and care that clearly went into every square meter of the game world.
The voice acting is also phenomenal. I just love it when characters sound like real people, and this game delivered that in spades. The direction was just... *chef's kiss*
The HDR implementation is some of the best I've seen in gaming.
Marianne is an interesting character and I love her design. Both versions of her felt instantly recognizable to me, and she has a very unique face. Whoever designed her deserves a lot of praise. Thomas also looks quite good, but Marianne steals the spotlight.
Thr art direction is great, but that's a given with Bloober Team (in my opinion, of course. I think their games always look great), so I won't elaborate on that.
They also nailed the fixed camera angles, for the most part. Some of them are a bit disorienting and meh, but the vast majority is great and feel like a love letter to survival horror games of yore.
Edit: It's a fucking crime that I forgot to mention the soundtrack. Yamaoka is a god and one of my favorite composers, and Reikowski is great. The soundtrack is fantastic and contributes insanely to the atmosphere. Excellent work.
And these were my positive thoughts on the game. Not a lot, I know, but at least I'm praising elements that are present all through the game, which is probably a good thing. Now, to the negative stuff.
The gameplay is bad. That is the worst thing I'll say about The Medium, and probably the point I want to flesh out the most. Controls, animations and character movement seem stuck in the past, and the game feels so enamored with its own story that it constantly forces the player to walk to make sure characters will finish their lines, it's like the game is terrified the player will miss something. Not that it's necessary, though, because even interaction buttons will be deactivated until a character finishes what they have to say. A lot of areas also force you to walk for no reason, which makes no sense since even running feels quite slow in this game (except for the escape sections, but I'll talk about these later).
Exploration consists of going through a rather reduced number of rooms and examining a few items here and there. It's all pretty straightforward and it's impossible to stray from the intended path because there are no extra rooms anywhere and almost no incentive to explore either: it's either some collectible note or an object that you need to focus on at just the right angle so it will trigger a residual memory. The puzzles are all very simple and feel like they're there because that's what people expect from a horror game. I really hope you like seeing the same two animations of a razor cutting through stuff and a bolt cutter breaking chains, because you'll be seeing them a lot.
Not only is traversal quite slow and stiff, but about halfway through the game will introduce balancing through wooden planks, and will use that quite a bit until the end, making things even slower. It will also increase the number of chest-high platforms you need to climb, only to see the same slow climbing animation over and over again.
Then there's the combat. Or the complete absence of it, as The Medium is yet another horror game that completely ditches combat in favor of boring forced stealth sequences and scripted escape sequences. This inability to fight back never worked to me. Not in Outlast, not in Amnesia, not in Observer, and I can't make sense of why anyone would think a game would be scarier if you removed a variable that is obvious to any human being. Also, remember when I mentioned traversal being slow? Well, that's because I haven't even mentioned the hold breath mechanic yet. It's simple: If Marianne is breathes, it alerts the stalker creature of her presence, so you can press a button to make her hold her breath, which also makes her walk in the equivalent of baby steps.
There's also the dual reality stuff. Cool idea on paper, but I think it ended up hurting both the physical and the spiritual game worlds. Having both at the same time on screen makes them fight for the player's attention, and I ended up always either focusing on one over the other or constantly jumping bqck and forth so I wouldn't miss an interaction prompt. I'm sure I missed a lot of cool details because of that, and I think both worlds would shine a lot more if less time was spent in dual screens.
Lastly, it was absolutely frustrating to me that a game so committed to hurting its own gameplay in order to tell a story would lose all that commitment in the very last moment. Not that it suddenly starts to improve on the gameplay, no, but that it focuses on the story all the way through, only to back off at the last second and not commit to an ending. I won't even put that in spoiler tags because I think people should know what they're getting into. I like cliffhangers, I just don't think this one has earned it. In fact, this game's story was full of revelations that were not predictable but were not surprising either, which frustrated me a lot because I really enjoyed the story in other Bloober Team's games.
So, I think that's it. I probably won't be playing this game again because every second or it felt like a chore in slow motion, but I'll keep my fingers crossed for a sequel that improves on the stuff I mentioned above. I like Bloober Team a lot, and I hope they keep making horror games, getting bolder and bolder with each title. There is a lot of potential there.