The game has a REALLY good atmosphere and some of the actual scares I found came from fighting the enemies. They looks creepy and have odd movements to them. Combined with the "crappines" of the weapons and combat, it's heart pumping suspense. Clubbing an enemy with a fire axe really gives off momentum and the reload time and firing rate of the weapons makes confrontation almost intimidating.WrongSprite said:I do love Eastern European made games. Always heavy on atmosphere.
Anyway, I'm taking the "no jumpy bits" part of your review in a positive light, I much prefer games that scare you via the atmosphere.
I guess the Mook (or whatever) could be Cryostasis' answer to the Big Daddy if we're going to keep with the BioShock comparison. Honestly, I couldn't really figure out why it was there either. If someone knows how it ties into the story, do tellClashero said:Some enemies leave a bit to be desired (Giant Dual-Wielding Mook, while difficult and quite scary to encounter, feels out of place in such an otherwise well-develoepd atmosphere)
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I suppose he's the... guy who keeps the key to the armory? They must keep their guns somewhere, considering it's the most heavily armed icebreaker in the history of the universe. Why are there so many guns on a ship whose job is to tear through ice with its hull?mjhhiv said:I guess the Mook (or whatever) could be Cryostasis' answer to the Big Daddy if we're going to keep with the BioShock comparison. Honestly, I couldn't really figure out why it was there either. If someone knows how it ties into the story, do tellClashero said:Some enemies leave a bit to be desired (Giant Dual-Wielding Mook, while difficult and quite scary to encounter, feels out of place in such an otherwise well-develoepd atmosphere)
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The problem is, the game's jump scares are there, they're just really ineffective.WrongSprite said:I do love Eastern European made games. Always heavy on atmosphere.
Anyway, I'm taking the "no jumpy bits" part of your review in a positive light, I much prefer games that scare you via the atmosphere.
Okay, I know this post is from last year, but it go resurrected so I may as well answer it. The dual weilding mook is supposed to be representative of the prison/brig guards, who exploited their power during the crisis on the ship, and are now doomed to forever retain their post. It's also how the game exlains the wailing sirens when they are around, they are supposed to be like prison towers.mjhhiv said:I guess the Mook (or whatever) could be Cryostasis' answer to the Big Daddy if we're going to keep with the BioShock comparison. Honestly, I couldn't really figure out why it was there either. If someone knows how it ties into the story, do tellClashero said:Some enemies leave a bit to be desired (Giant Dual-Wielding Mook, while difficult and quite scary to encounter, feels out of place in such an otherwise well-develoepd atmosphere)
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