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Another example is found when the player is trapped in a room flooding with poisonous gas, and must manipulate a control panel to escape.Plot The game begins with an unidentified man awakening in a hospital bed, to which he has been tied. For example, as the player hides from the hooded man, the only way to escape is to run into a nearby room by touching on the door, but the player has only a very limited window of time in which to do so. These choices are not presented as text choices as they were in the first game, but are instead available directly in the in-game interface.Puzzle solving is also more prevalent than in the original game, and tends to be combined with tapping on the touchscreen to perform context sensitive actions.
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For example, upon entering a room, the player can choose between several actions, such as looking around the room, examining a wardrobe or examining a bodybag. Swiping to the left moves the player further behind the wall, swiping to the right makes the player peer around the corner.The aspect which dominated the gameplay of the first game is largely absent in the sequel, where decision making is more focused on selecting something on-screen rather than the choice between rigid alternatives. The player must get from behind the wall to the door on the right without being seen.
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