This interesting new horror game can only be prevented by your son's record
Blog Andrew Joseph 01 Feb , 2025 0
Psychological horror fans are inducing paranoia this year. Karma: Dark World It seems to be a fascinating, disturbing first -person movie horror game, which will be released at some time in 2025. I played a game demonstration that lasted about three hours and found that the gameplay method was refreshing.
Karma: Dark World combines Orwellian anti -utopia with some popular psychological thriller, and sets the alternative version of Dongde to East Germany. The game enabled the player to enter a shoe of Daniel McGover. Inning. The Livatin organization seems to effectively replace the entire Soviet government.
What is clear immediately is that no matter what kind of branches can they use, Livatan has raised paranoia and hostile. extremely Strange working environment. For example, when visiting the Office of the Thought, players will notice that Daniel's colleagues have TVs instead of heads, and their faces appear on the screen. Although Daniel's own organic skull seemed intact, he did not respond to his television -headed colleague. There are many strange small details such small details, and many people point out the development of the latest technological development of East Germany in this version. Leviathan itself is operated by mothers: artificial intelligence built by Soviet scientists is to implement social order. In view of the early days of the public execution of Daniel in the game, the entire social order did not seem to be smooth.
Daniel is a psychological detective. When he committed serious ideological crimes, evaluated the situation and collected evidence to intervene when he was handed over to his mother. He is currently tracking the suspect Sean Mendhez. Sean committed a certain crime, although the details were blurred, it was obvious that the mother wanted to answer.
Daniel collects evidence through a fairly non -orthodox method: brain battery. The brain server is actually the brain dance technology of Cyber Punk 2077. The only real difference is that the agent of the bureau can sneak into a living subject consciousness to analyze their memory, not reviewing the recording. However, encephaloxic agents are not without risks. However, the subjects may die during the trial. Although Leviathan seems to usually try to maintain a lower mortality rate, Daniel has no accidental attack on his brain when successfully executing brain batteries. There is an excellent tradition during the electrical picture. theme.
In the end, Sean also worked for Leviathan, although it was not a branch department. Instead, he participated in the Winston Research Institute, which was actually the DARPA version of Livatin. After investigating the research institute, it is clear that any crime made by Sean has severely damaged the institute and Livan itself. Sean's office (shared with several other colleagues) was completely torn, and other parts of Winston Institute seemed to be damaged. The large file cabinet and table were knocked down and pushed together, forming a maze office furniture. The incident has obviously happened recently, but it is difficult to imagine the degree of destruction of Sean management. Sean (Sean) is a thin and soft spoken person who has recently suffered devastating job damage, so it is difficult to imagine that he escaped on the file cabinet.
The game has a strange and pleasant atmosphere. A room representing the Sean family was almost the same as the red room of Shuangfeng. He found that Sean was downgraded because of injuries. His bills accumulated, and his relationship with his wife and young daughter suffered pain. Essence However, when Daniel was doing the brain in Sean's consciousness, things did turn into a fever territory. It seems that Sean stole a sample from Winston Institute, but it is unclear what it is, or how to cause this confusion.
With the development of Sean's memory, karma has so far-to date, it has been disturbing and interesting, although it is not worthy of screaming. A weird multi -binding creature is entangling the lobby of the Winston Institute. The outstanding rhythm of karma makes it more terrifying. Karma will not over -use jumper, so when they trigger, they will be more effective. (When a small human model appears an unexpected appearance, I wield a controller in the entire room.) So far, the narrative is deeply available enough to attract people's attention without popping up, and then “boo!” a little. In karma, these early moments did very well in reducing the player's guards, so that when it was willing, the Everloving the Everloving the Everloving the Everloving THE NOT to NOT TO NOT OT to Note Now to not to not to not to not to not to moring, it is too obvious or too generous.
The main problem encountered by the game is that the protagonist is too slow. The world of karma is rich and interesting, and the time I play is full of satisfactory problems. (Some of them really feel that they are logically operating in the moon, but in most cases, the problem of karma can be solved without forced search for the guide.) But the default walking speed is pain Slowly, it is very annoying to explore the space or traceability when looking for a puzzle solution. Only when you need to run, the situation will become worse.
The introduction of the sprint leads to the original rhythm of the karma will encounter a bumpy speed. At present, you will see a huge huge hunting person, and it seems to move quickly. This is a tense moment, and it feels like a crazy chase, but when you press the Sprint button, it is difficult to laugh, and Daniel is just at the faster speed than his default snails. Walking around the hall. -Anfed Moore's walking pace. The curved environment that runs through karma feels like a leisurely strolling. The final result is annoying (but it must be interesting), which weakens all the accumulation of fear and tension.
Navigation is another field found by karma. In my game, players will largely drive Daniel's online path, or explore a series of rooms while finally moving forward. It seems that there is no such moment, but the game does not achieve a lot of publicity. Once, when I was playing, I met a dead end. Convenient, the map on the nearby wall gives a detailed layout in the nearby area. View the map prompting Daniel to point out that he can make a shortcut through the ventilation system, and directly next to the map is the ventilation hole, which means that this may be the direction of progress. But it cannot open. After a large number of back and forth between the map and other parts of the area, I found a different ventilation. Can The right to use. This is a confusing gameplay, destroying the rhythm of the story, and weakening the architectural tension required to maintain the fear. Not every area of each game has a map, and it does not require every area, but the position of the player's map of karma and context can cause some stimuli, especially considering the slow speed of exercise.
However, it is difficult to complain about the rest of the karma in addition to the slow running mechanic and the chaos related to the map. The environment of the game is shocking, strange, and sometimes beautiful. Although my performance is a very active experience in the orbit, the world is active. This life feels like its range exceeds the scope of the player's face. Most NPCs cannot interact with them, but there are many NPCs around. They have begun to encounter interesting Hijinks, and players can learn within the range of eavesdropping. So far, the narrative is well written, interesting, and full of good twists and turns, which will surprise the players without feeling, as if they are everywhere. I think players who like to put together the overall situation by searching for narrative bread crumbs will get a sufficient diet.
So far, the best feature of karma is its atmosphere and story. The restraint of the restless style of the game settings is very detailed, and its artistic style has also been developed well. The sound design is very good and will not excessively use loud stimulation, so as to cause another jump. It feels like the vision of the game is full of confidence-Kama itself does not explain excessively, but it does not use its dreamy tone to cover up the answer that the author should think of questions, but not.
fan control,,,,, Somaand We are very happy It will be at home with Karma: Dark World. The karma learned from many of the favorite games, movies and TV programs, including aliens, blade runners, dismissed and double peaks, but it didn't feel like tearing. In the ocean of the first -person psychological thriller, the reference for other horror works was recovered. Chilling things.