Beyond Hanwell is not easy to rate. It is a game that clearly was made with a lot of care, ambitions and love. The graphics are simply astonishing! If it wasn't enough, the overworld design is jaw dropping. The eerie ambiance while exploring the abandonned city is impressive. A few games actually manage to nail that feeling convincingly. So yes, the whole presentation of the game is great, but the gameplay itself is often problematic and leaves much to be desired. From the get go I need to say that this game, contrary to a lot of Unreal Engine 5 games, runs AMZINGLY. Even in 4k, with no frame or resolution generation of any kind, and with all the graphics set to epic as well as the maximum texture poolsize available, I can easilly achieve astounding results and close to 120 constant FPS. I do have a good rig, but many other game really buckle providing half that performance at half of the quality. Sadly, it does not stop the games from crashing every 1-2 hours or so, making me glad the checkpoints aren't too far apart. At first, it is noticeable that Steel Arts Software intended to make something great, but their great idea, often end up being poorly executed. For example, I really like how showing the map goes in and out to a drone view seamlessly while exploring the overworld. I liked how each discovered POI would be color coded and be marked with an X when completed/explored. It was a nice touch, but since the map is ''in game'' it also means that as soon as there is fog, the map is completely obscured and unuseable. It is a great idea with unstable results. The invertory could have been great if any sort of inventory management was required, but it isn't. It's absolutely useless. First of all, there is way too much storage and can house only a few select items. Flares, first aid kits, pills, glowsticks... Everything take a single slot and somehow, bullets are counted outside the inventory. Same goes for all the materials. So what's the point of the inventory? The game is so easy that I am always overstocked anyway! Another Gameplay element that they added is interesting, but there again with a poor execution. The main character has some kind of disease and the character sometimes vomit randomly. Doing so renders you vulnerable as you can't do anything for some time. The remediate to that, you can take nausea pills before fights to prevent it from happening. There again, there could be something interesting there, but it happens so rarely that... why bother? The character pukes what, every 1 to 2 HOURS or so? If god forbid it happens during a fight, I can simply reload the game it save 2 minutes ago, no real loss there. So there again, another missed opportunity, for a storytelling element to be built into a coherent, fun gameplay. I see what they Tried to do, it's simply is not implemented well. Another problem are the controls. They tried to make a few things things differently than most games. For example: Running. In Beyond Hanwell, you can run forward and your camera is locked looking straight ahead. If for example you were strafing to the side when starting to run, your camera will automatically turn 90 degrees and sprint in that general direction. To make matters worse, trying to turn when running is extremely sluggish. The mouse sensitivity become so ridiculously low that you can barely turn. There are so many times I ended up bumping in a wall because it just shifted my view away. At least, the option can be turned off. It also seems like they wanted to make darkness more stressfull, so they managed to make it impossible to us the the handgun while using a flashlight. Yep. Why? I don't know. You can handle glowsticks fine with both hand used by the shotgun, but no flashlight for you! It turn out to be an inconvenience that is not any kind of fun. It did not add stress because I have a montain of flares and glowsticks. It's just another layer of unneended step to get to the action. Another weird control they did is the made ''1'', ''2'' and ''something else'' to be quick use button. But those buttons can ONLY be assigned an item from the inventory. This means that it leave a single button to toggle through weapons. Yes, you heard it. One button to shuffle through the weapons. It is bound to the mouse wheel but guess what, no matter if you scroll up OR down, the order do not change. It will cycle trough the melee weapon, pistol, then shotgun. there is NO WAY to map on key or select them any other way. What the?! These things aren't great, but nothing that is TOO bad. If it was only that, I would be fine with the game being what it is. Sadly, it is not long before you realize that Beyond Hanwell doesn't offer much at all in term of progression or gameplay. What seemed like an main overworld full of POIs turns out to be... quite boring. It sure LOOKS promissing, but what is the point? I am ALWAYS full of ammo, for the only 2 guns in the game. The only thing I can get while exploring are: - Recipes for melee weapons that I barely ever use, - Crafting ressources to build ammo I don't need, - Items I already have more than enough of, - Bag size increase so you never ever, EVER EVER EVER lack anything, - or melee weapons I most likely do not want. This made the exploration absolutely useless ''gameplay wise''. There are very few unique items to find, like night vision and such, but not much else. One really good thing I can say about Beyond Hanwell is how much variety there is. There are many ennemies and threats, that varies depending on the location. They each have their own gameplay associated with it. True, most of them aren't exactly original, most of them being the type of creature that is clearly HEAVILY inspired from other games. ''Spiders'' that mimic objects (Cough **Prey** Cough), or the classic manequin that follows you when you are not looking, or scary animal animatronics... They may not all be original, but the truth is, they are varied and they work well in the level design. I also really enjoy how every single POI is different. I cannot stress this enough. There are for sure reused assets, but contrary to most games, the level design is so different in each POI that those assets just... blend in! There is also an impressive variety of melee weapons to find or craft. The overall lack of gameplay polish and way to frequent bugs really hinder the experience. I had events not triggering at all, texts that would stay on screen undefinitely and once, all of the world map POIs disapearing and reset, as if never found. The story is interesting, and the numerous texts scattered all around helps figuring out what happened, but barely explains anything about the protagonist, his health condition and reason to be there. Some POIs have really interesting and funny stories to them and they were all fun and interesting to explore. I wish there were more to it though. There are very very few cutscene and barely any characters to meet or talk to. It helps to build the isolation feeling, but makes me a little too detached to the story. In the end, Beyond Hanwell is a promissing game that fall short on it's promise in many regards. The devs created a stunning looking world full of mysteries and an unsettling ambiance filled with rich level design that is still in my opinion, worth being experienced which explains the thumbs up review. That being said, the rigid controls, many unpolished game design choices and a the fragmented story makes it tedious to actually do so.