I found many aspects of the game to make me recall Prometheus. (If you are a fan of weird stuff like cryptozoology or pseudoscience this might indeed get some things going through your mind, as it touches base on a lot of things like that.) Therse a lot of nice and subtle details too. I thought it had a perfect and satisfying ending, though people who dont 'get it' wont appreciate it. there are a lot of questions it makes me ask though and i wish it were a bit more fleshed out though. partly because of this it tends to be a short game easily done in under 5-6 hours tops. Most of the game is straight forward and you simply have a few routes to take so it is not cryptic or too wandery. if you had read the source material you are in a similiar role of sorts and feel like an archaelogist, so the genre lends itself quite WELL to Conarium. ) I generally disable bloom in games but one glance at a screenshot and a few things in the beginning i just decided to leave it on.)Īs a walking sim you are indeed walking, and looking around. (FWIW bloom, blur and OOF type effects are simply not to my preference. i found i still wanted to play with the bloom to look at things. there is too much bloom and its distracting with the light effects. However this engine also has a few problems. I also wish that rather than have a side by side easy-to-read translation of documents and books you come across, the game opted for something that was just a bit larger and easier to read. I felt that this game however, very much underplayed them. these are minor things but they do add some immersion factor and are cool details I had not seen done in a game thus far. In similiar fashion, the flashlight can be used to scan over notes that one might read as well as rotate it and cast a beam when one when they look at it in the examine menu. whats a better and more apt visual effect that some weird lightning effects on the pages you turn as you go slowly insane? The ambient light can flow on pages as you read them and i wish this were an effect used to a further degree in the game because its freaking awesome. This game has a pretty neat engine that can let you do some interseting things with light. Overall these are not hard to find if you explore things due to the map (but I did not find them all regardless) You are rewarded with rotating viewable 'fallout 4 examine menu' type objects, books, alien artifacts and stuff like that. This game features lots of secret areas and collectibles that the game will track. Overall these are not hard to find if you explore things due to the map (but I did not find them all regardless) You are rewarded with rotating viewable 'fallout 4 examine menu' type objects, books, … More (I dont personlaly find lovecraft the epitome of horror though and actualyl find some things hokey) But It is genuinely creepy at times (mostly due to the audio tracks which will mix in lots of weird out of place footsteps and bump in the night type effects) and I did have a few startling moments playing it. This is not really a "jump-scare" game (it's not a game specifically built around jump scares). This game does not feature combat, but there are a few 'chase' type encounters, just a few that more or less take the form of light puzzles. It takes place some 20 years afterwards and suggests humans have done their research on the strange discoveries Detailed in the source material. This game is a sequel to the book by H P Lovecraft "At The Mountains Of Madness" and takes place in the same place, setting and more or less builds off of that story abit to do its own thing. Most 'Maps/areas' are actually fairly straight forward and simple to nav through, consisting of tunnels and stalwart or course-like environments. I was expecting something more puzzle heavy for some reason (a lot of games that look like this often are) but was actually a bit relieved this wasnt. Most puzzles are very easy and require only clicking around till it works. Conarium is a walking simulator with the occasional puzzles thrown in.
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