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Carrion Review

(Image from Steam Game Page)

Carrion is an inverted horror in which we do not flee from terrifying monsters, but rather take on the role of a hazardous parasite that kills fearful people, and more specifically its creators. From the very first second of the game, we control the shapeless creature, exiting a unique capsule in which it was most likely held by scientists anxious for fresh knowledge. We are plunged into the action in less than a second, knowing only that we may move with the left analog stick.

To be honest, I had no idea what was going on during the first couple of minutes. The developers made no attempt to create a lesson or introduction, and therefore clarify what our primary purpose is. People who did not follow the production, that is, who did not see the advertising materials or read the notes explaining this title, will undoubtedly be surprised. I dare to suggest that some can even resume production after only two minutes. The controlled monster in Carrion is initially quite weak, with only a few tentacles that prevent it from performing intricate, fast moves. Along with visiting the jail and other areas of the massive institution, we discover specific hazardous capsules that we must shatter in order to learn a new ability or improve an existing one. These crucial elements are readily overlooked since we frequently go from one level to three others. We typically forget that we have two more holes to check after we’re in one. 

(Image from Steam Game Page)

The reviewed Carrion has the benefit of frequently returning to the specified stages as the gameplay progresses. An excellent example is a particular hole that can only be accessible by stepping through a biomass-covered wall (you can then save the game). After we activate the first section of the hole, we return to the initial position to proceed to the second level, where we activate the next component of the hole, and so on. This approach allows you to readily identify passages that we missed at the initial encounter, whether due to fighting opponents or impediments in our way. Returning to the skills, we can only move goods or grab and consume opponents with our few tentacles at start. We get additional abilities as we continue, such as releasing a thread that can catch an opponent or activating a specific button through an object that we are unable to transfer to another location. During the few hours of gaming, you may sense how the creature transforms into a terrifying monster, and even a demon inflicting devastation. The described Carrion excellently underlines the main character’s progress.

Along with new abilities, the fighting system has been improved so that we may make more daring actions without fear of dying. We toss foes into walls, slide through holes to murder an armoured soldier from behind with a shield, and break past barricades. Despite new mutations and capabilities, conflicts are becoming increasingly routine, and worse, they are becoming simpler. While murdering was enjoyable in the early minutes of the game, after an hour I got weary of doing the same thing, i.e. holding down the right trigger and the analog camera responsible for the camera.

(Image from Devolver Digital)

This review wouldn’t be finished of course without mentioning the puzzles, if you can call them that. To enter into a locked chamber, we frequently have to move the object or get to a location where we may click the switch that unlocks the secret path. Everything is presented on a plate, which is unfortunate because this element might have offered something far more intriguing. While investigating the institution, we may come across scientists’ notes, which awaken particular memories. They are relatively brief, and we discover a little history of individuals, most likely researchers, who were dispatched by the command to the location where the monster we control was formed. However, they are so uninteresting that you desire to return to the terrible monster’s realm. It may sound unusual, but the reviewed Carrion has the advantage of a short title. We are not dealing with a forced, artificial expansion of the game, as is common in many high-budget projects. The job may be accomplished in a matter of hours, and those who feel it “wasn’t enough” might return to previously visited sites to discover, for example, the remaining capsules. 

To summarize, Carrion is a good game for those who wish to unwind. It is not difficult, however it is little repetitive owing to the underdeveloped fighting system. Polish inverted horror suffers from a lack of complex riddles and diverse places. The pluses, on the other hand, include the rapid evolution of a hazardous beast and pleasurable controls.

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