![]() I’m just going to leave this here, for future reference. Its one thing to be stymied by a puzzle when you don’t know the answer, but quite another thing to have the answer and exasperated by fighting the interface itself. I knew the answer, I knew what the mechanism was to solve the puzzle and how to manipulate it, but the specific way to express the answer on the mechanism had many different possible configurations and became quite frustrating to solve. The only puzzle that posed any kind of actual challenge was due to the design of the puzzle itself. None are terribly difficult, though one involving a calendar is very easy to miss if you’re not careful. In fact, there are only two or three major puzzles in the game that will actually qualify for the term. No, simply by approaching any item in the area, a large friendly icon will pop up to indicate if something can be interacted with in some way (incidentally, removing all difficulty related to searching for objects in the process) and if it needs something in your inventory to allow you to interact with it, you’ll automatically use the correct item and solve the “puzzle”. ![]() This wouldn’t be so bad if perhaps you had a persistent inventory from area to area, and you never knew when you needed an object you picked up an hour ago, making inventory management part of the puzzle. So it is disappointing that Conarium’s puzzles are usually a simple matter of finding an object in the immediate area and using it to accomplish whatever task has suddenly blocked your progress. As I said earlier, adventure games live and die by puzzle design and the quality of their writing. Not so easily dismissed is the relative simplicity of the puzzles. I took advantage of this feature almost immediately, as the default scheme was off putting - journal and equipment menus on the triggers while crouch is on L1? Not precisely intuitive choices, but easily corrected thanks to their foresight. Unfortunately, load times between areas are excessive, reminding the player “at what price, beauty?” After hours in the dark caverns, the artwork in the temple is certainly… a relief Old BugsĪ key point that Conarium scored early is the capability to entirely remap its controls, a feature for which I am always grateful to developers for including. Were it not for its other faults, the visuals of Conarium alone might be enough to attract fans of Lovecraft to try the game. That said, the graphics in the game are decently done, lending an authentic air to the turn of the century technology and facilities while also portraying the temples and artifacts of the Elder Things with suitable reverence. Without that dread, the atmosphere of the game takes a significant hit, forcing the game’s plot and puzzle design to carry the weight of the game, to its detriment. The one time a puzzle resulted in my death, it was treated as so much of a non-event that I wasn’t even sure what had happened initially. However it soon becomes clear that Conarium is a paper tiger, for there is never any real jeopardy throughout the game and therefore no stakes to risk, leaving the overall experience feeling hollow. The journals that can be found throughout the expedition are always chilling to read, but unfortunately only highlight the game’s missed potential. ![]() That paranoia is encouraged by the lack of background music and the constant thrum of blowing snow battering the walls.The usual mix of audio logs (this time in the form of wax phonographic cylinders) and diaries filled with first person accounts of horrific events are present, serving to shade the edges of the story without any real revelations to rob the player of their balance of curiosity and anxiety. As the player explores, the desolation of the harsh environment does serve to increase the player’s feeling of dread, and builds tension that some unspecified yet terrible event is about to happen. At the beginning of the game, the player awakens in a deserted facility in Antarctica, with no memory of what has happened or where everyone has gone. On the surface, Conarium taps heavily into the plot of At the Mountains of Madness, one of H.P. Well, that’s one way to get ahead in eschatology
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |