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Game Review: Narcosis (PC)

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       Starting up a new series here on GeekReply and I hope you guys enjoy it. So this is going to be the first of many game reviews to help provide a fair unbiased opinion about newer and upcoming games. I plan to be as brutally honest as possible so you can get a clear idea of your interest in the game. Now also remember, these are my opinions, and we all have different opinions. So my personal preference in games may be different from yours. But I plan to break this down so that you can get as much information as you can before taking that final plunge into buying the game.

          So for my first game review, I had the chance to try out Honor Code’s Narcosis on PC. Here is a brief description of the game taken directly from the game’s website narcosis-the-game.com  “Survival, horror at the sunless depths of the Pacific Ocean: Stranded on the seafloor with low light and few tools, an industrial diver takes desperate steps to surface before his oxygen — and sanity — give out.” So let’s get down to breaking this game down and giving it a final rating out of a possible 10. Also, I’m one of those people that believe 10 should be nearly unreachable just like the 100 player rating in Madden. Tough to get, but it’s possible. So here we go.

 

Graphics

 

       This is a big one for me. I seriously enjoy the different kinds of artistic graphic styles out there. Each game has their own perspective of what they want to achieve for the game. The realistic high quality graphics are one of the first things I noticed when i fired up the game. The detail of the coral, the fish, even the finger smudges on you interfaces. The graphics were pretty exceptional and it does add to the eery feel of the game. Honor code does a fantastic job at bringing the deep sea to life in this game.

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Controls Learning Curve

          The controls were actually pretty easy to pick up. The game does a good job at easing you into the controls as you begin the game. Actually you get to test the feature of your suit in a training pool with someone on your comm explaining what to do. Which in my opinion is a pretty interesting way of introducing a player to the controls. The thing is, the game will take you through a few minutes and then jump into a flashback of being in that pool to learn the controls. So it didn’t feel like it was overwhelming with an entire segment of training jammed into 10 minutes of play. So the learning curve was quick and painless.  

 

Storyline

 

       So I’m not going to spoil the game for you at all. I want you to experience this game’s story fully because it’s certainly an interesting one. There’s a few points in the game you kind of question what is actually going on. But I feel as though it’s intentional. This game seriously takes your brain through a journey of ups, downs, lefts, and rights. But it only adds to the intensity of the game. That’s exactly what this game is, Intense.

 

Gameplay

 

       The gameplay in my opinion was fantastic. You did have an element of fighting to the game so it wasn’t just a straight up walking simulator. The survival aspect of the game, again, adds to the intensity. You will have to find ways to refill your oxygen but the good thing is it seemed like just as you were getting into the critical levels you’d find a cylinder or a refill station. Which I noticed as I got further into the game. It keeps you right on the edge of your seat. Which is great. The other thing while this is technically a horror game, and it did have it’s moments of jump scares, the game feels like it’s more interested in keeping you on the edge of your seat than kicking you in the face with a scare. Which, in the end, made me more interested in the story.

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Replayability

 

       This might be one of the issues with the game. The developer has said there are 20 unique collectibles to the game. Which, if you’re one of those 100% type people, you might enjoy that. I do feel like somewhere down the line I might revisit the game because of the environment and graphics. I would also revisit the game if I could try it on a VR device as well. But beyond that, I don’t know if it has too much replay value.

 

Game Length

 

         This may seem like another issue for some. It was a short game. I played about 3 and a half hours of the game. Though I’m not one of those 100% people. I did collect a majority of the collectibles but I didn’t stress about it. The thing is, even though the game was short, it told the story well and it was pretty comfortable length. It didn’t feel too drawn out but it at the end you do get a feeling of wanting a bit more.

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Final Thoughts

 

             So, Final thoughts on Narcosis. I thought the game was crazy intense. I’m not usually a fan of horror games, only because I’m a baby when it comes to scary stuff. Yeah I’ll admit it. But I’ve said it already but I’ll say it again, the game does a fantastic job at keeping you on the edge of your seat in a different kind of horror. You’re enemy really because the darkness of the ocean and the fact that you’re alone. Narcosis really does immerse you into the game and you really get feel like you’re losing your mind by the end of the game. Personally, I loved the experience, it was exactly the change up I needed from the current popular games. Honestly though I think you’ll end the game satisfied and looking forward to Honor Code’s next project.

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Rating out of 10

Going to give this game a solid 8/10.

Hello, everyone! My name is Josh aka DrnkOnShdws(Drunk on Shadows). I'm a partner with Microsoft's live streaming service called Mixer. I'm a straight up geek. I love video game, comics, movies, and tv. Superhero stuff, Sci-fi stuff, I love it all. Thanks for being here!

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Baldur’s Gate 3 had a more manageable development process compared to Larian Studios’ previous RPGs

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According to Swen Vincke, the founder and CEO of Larian Studios, the level of crunch on Baldur’s Gate 3 was lower compared to their previous games like Divinity: Original Sin 2. Crunch, also known as “crunch culture”, refers to the overtime that many developers are often expected to work when production deadlines are approaching.

According to GamesRadar+, Vincke was questioned about the challenges that emerged during the game’s extensive development and whether the studio had to work under intense pressure. Vincke mentioned that they are investing less in BG3 compared to their previous projects. We definitely did. We encountered unforeseen events.

Vincke highlights Larian’s global studio setup as a method through which the developer alleviated the pressure. This structure was established to guarantee round-the-clock coverage, specifically designed to prevent individuals from having to put in additional effort to resolve late-night issues. The Belgian developer has expanded its reach by opening a seventh office in Poland.

According to Vincke, employees who had to work long hours were compensated with overtime pay. He also mentioned that after 8pm, the offices would be nearly empty, and weekend work was a rare occurrence at the studio. Expanding on the topic, he clarifies: “We didn’t excessively push ourselves, but we did have to put in some extra effort.” And I believe, honestly, there will always be a sense of anticipation when you’re working towards completing a project, particularly when there are numerous intricate elements that need to be integrated.

Did you know that the development of Baldur’s Gate 3, with its immense size and scope, involved developers working tirelessly to meet the deadline? Please share your thoughts in the comments section below.

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Mad Max developer responds to comments made by Furioso director George Miller about Kojima

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Last Friday, we shared with you the news that George Miller, the director of the Mad Max franchise, mentioned Hideo Kojima as his top choice to develop another video game adaptation during the premiere of his latest film, Furiosa: A Mad Max Saga. By doing so, it appears that he also criticized the previous game with the same name. The founder of Avalanche Software and creator of the Just Cause series, Christofer Sundberg, the developer behind the last Mad Max game, has responded with strong determination.

On Twitter (thanks, Eurogamer), Sundberg expressed his disagreement with Miller’s comments about Avalanche’s Mad Max game not meeting his expectations. The director stated: “I prefer to only engage in activities if they can be executed at the utmost level of excellence.” Sundberg strongly disagreed with Miller’s statements, describing them as baseless and arrogant. He then proceeded to provide insights into the game’s development, revealing some interesting details.

Sundberg believes that Hideo Kojima has the potential to create an incredible Mad Max game, but emphasizes that it would offer a unique and distinct experience. He adds: “The publisher made extensive efforts to transform this game into a strictly linear experience, despite partnering with a developer known for their open world games.” In a subsequent Tweet, Sundberg elaborated on the situation, revealing that after the initial year of development, the higher-ups came to the realization that they had inadvertently steered them towards creating a linear experience instead of the open world game they had originally proposed. He stated: “We wasted an entire year of effort and were informed that ‘players desire independence in the current era’.” Well, obviously…”

Larian Studios’ director of publishing, Michael Douse, expressed his opinion, stating that Avalanche faced challenges in capturing the spirit of the 2015 film due to limited access and legal restrictions on intellectual property. He suggests that there may be a subtle detail that Miller is unaware of.

Mad Max, developed by Avalanche and published by Warner Bros Games, was released in the same year as Miller’s previous Mad Max film, Fury Road. Drawn from the series, it presented a backstory for Max, where players were assigned the mission of collecting components for his legendary Magnum Opus.

What are your thoughts? Were Miller’s comments inappropriate? What are your thoughts on Avalanche’s Mad Max game? Additionally, would you be curious to see how a Kojima-led adaptation would bring a unique perspective to the game? Please share your thoughts in the comments section below.

 

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Forges of Corruption DLC adds an explosive twist to the action-packed shooter Warhammer 40000: Boltgun

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Warhammer 40000: Boltgun proved to be an impressively well-crafted shooter, immersing players in the bleak and foreboding world of Game Workshop’s captivating universe. Now, fans can look forward to an extensive expansion with the Forges of Corruption DLC. Get ready to unleash the Emperor’s justice starting on June 18th on both PS5 and PS4.

Auroch Digital’s latest first-person shooter takes players on an exciting new campaign across five distinct environments. Undoubtedly, these pits will be teeming with heretics, including the treacherous Black Legion, who have recently received reinforcements in the form of Terminators armed with Lightning Claws and imposing Helbrutes. The Multi-Melta and Missile Launcher are now available for requisition, providing an effective means of eliminating enemy forces.

In addition, all players can enjoy the new Horde Mode, which offers four levels of difficulty and a unique set of in-game achievements to pursue. An upcoming navigation guide will provide players with a more forgiving experience when navigating through the game’s levels.

Have you acquired Warhammer 40000: Boltgun? Are you interested in experiencing additional content with the Forges of Corruption DLC? Engage in fierce battles against the adversaries of the Imperium in the comments section below.

 

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