Syndrome Preview

<p>Now-a-days&comma; it seems that most horror games go down two certain design paths&colon; Either the route of <em>Outlast<&sol;em> and <em>Amnesia<&sol;em> where players must frantically run and hide in order to survive overpowering enemies&comma; or the route of <em>P&period;T&period;<&sol;em> which often becomes just a haunted house of timed scares and thrills&period; Yet there is another way&semi; a way one developer seems determined to bring back to its former greatness with a FPS horror title that brings together lateral thinking&comma; brutal combat&comma; and the nerve-wracking&comma; high-tension experience of hide and seek all rolled into one&period; Maybe horror could become more innovative once again instead of being clones of one another&quest;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img id&equals;"enlargedImage" src&equals;"http&colon;&sol;&sol;images&period;akamai&period;steamusercontent&period;com&sol;ugc&sol;432700399051848949&sol;492B4B9830B4C554B4C923EC760CA081AF76E27F&sol;" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">Let there be light &lpar;<em>Syndrome<&sol;em>&comma; Camel 101&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><em>Syndrome<&sol;em> is set aboard a drifting space craft&comma; where you awaken from a deep hibernation &lpar;like any other FPS horror game&rpar; and find everything has gone awry&period; Dead bodies litter the corridors&comma; fires rage from debris&comma; and people have very neatly written out&comma; in blood&comma; words like &&num;8216&semi;pain&&num;8217&semi;&comma; &&num;8216&semi;suffering&&num;8217&semi;&comma; and &&num;8216&semi;oh dear&comma; my head hurts&&num;8217&semi;&period; So&comma; as you can imagine&comma; everything is going swimmingly for our protagonist&comma; though it&&num;8217&semi;s not going as well from a creative point of view&period; What didn&&num;8217&semi;t sit well with me within the first half-hour was the lack of originality or anything engaging&period;<&sol;p>&NewLine;<p>To be fair&comma; the majority of visuals are pretty excellent and the game does feature some superb sound design&period; The lighting is&comma; properly&comma; the most gorgeous aspect in terms of the visual presentation&comma; with the bloom effects and the vast detailing that shadows create making an organic-looking game world&period; There were some areas which held a vast amount of detail while others looked unfinished and empty with repeating textures on the floor and walls&comma; which just made it looked rushed and lazily put together&period; The main thing that really bugged me for a couple of hours was the intense darkness engulfing most of the game world&period; Yes&comma; you do get a flash light&comma; but it was only after 3 hours of stumbling around in the dark that I got one&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img id&equals;"enlargedImage" src&equals;"http&colon;&sol;&sol;images&period;akamai&period;steamusercontent&period;com&sol;ugc&sol;398924035879529026&sol;0BC4F11BF27E5ECEECE05669A3ED73AAAC1DEDB5&sol;" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">His red eyes make him seem fine &lpar;<em>Syndrome&comma;<&sol;em> Camel 101&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The lack of lighting in some places does not help with navigation&period; I found myself easily lost most of the time though&comma; to the games credit&comma; it does make exploration an important game element&period; But finding objects can prove a little difficult as many don’t stand out or grab your attention at first glance&period; This is where the lack of lighting in the beginning doesn’t help in tracking down objects in some of the dark areas&period; But I did like the aspect of having to find things for myself&period; One or two moments did change the old formula of finding a key for a locked door into something more aesthetically interesting&comma; even if the designers did take an idea from<em> Doom<&sol;em> revolving around cutting a hand off a body to pass a hand scan&period;<&sol;p>&NewLine;<p>I&&num;8217&semi;d get annoyed when repeating my tracks over and over again&period; This is due to the rather lazy format of mission objectives&period; Usually I found myself in a dull and painfully slow process of &&num;8216&semi;go here&comma; go back with new item&comma; then return back to the original place&&num;8217&semi; and just keep going around in circles&period; For most of the game&comma; I just kept going back and forth needlessly to complete an objective and the clunky movement just makes traversing sluggish and slow&period; I wouldn’t have minded so much&comma; but for the first two hours of playing the game no combat took place to keep me on my toes&period;<&sol;p>&NewLine;<p>Two hours of nothing but walking without any engagement of NPCs&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img id&equals;"enlargedImage" src&equals;"http&colon;&sol;&sol;images&period;akamai&period;steamusercontent&period;com&sol;ugc&sol;432700399051847923&sol;57FEE23C4AF3597D88B1AC3919E3082DF27E88D9&sol;" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;<em>Syndrome<&sol;em>&comma; Camel 101&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><em>Syndrome<&sol;em> works in a similar nature as <em>Alien&colon; Isolation<&sol;em>&comma; where you’ll have the ability to fight off your enemies or&comma; in those extreme moments&comma; run away and hide&period; It’s great that you have the choice to do either but&comma; from what I played&comma; NPCs aren’t a major obstacle in the game&period; Only once did I hide briefly from two enemies chasing me&comma; but this wasn’t out of fear &&num;8212&semi; I forgot you could block&period; Once I remembered&comma; taking on even two enemies was fairly straightforward&period; Enemies are pretty easy to fight and&comma; when I first saw the NPC-type I would face&comma; I wasn’t scared&period; I actually just felt nothing&period; I charged at it to see what would happen and the fight and end result was disappointing&period;<&sol;p>&NewLine;<p>With <em>Alien&colon; Isolation&comma;<&sol;em> you either get killed in one hit or are overwhelmed to the point where you just have to run&period; It makes sense to hide or run away from something so powerful compared to you&period; I hope bigger enemies emerge in the full version of <em>Syndrome&period;<&sol;em> Something that would actually kill you in one hit would make the experience a little more exciting and make better use of the hide mechanics&comma; which are also limited to you hiding in lockers&period;<&sol;p>&NewLine;<p>The build-up was more interesting&comma; at least for the first half hour&period; Over two hours of exploring and nothing happened&period; Then&comma; when I did come face-to-face with the first NPC&comma; it was a rather dull introduction&period;<&sol;p>&NewLine;<p>So&comma; with 4 hours of play under my belt&comma; what do I think of <em>Syndrome&quest;<&sol;em> Not great&comma; but with certain tweaks it could be a rather interesting game&period; It just lacks anything dynamic or mechanics to make the survival aspect compelling&period; It just feels like a long winded exploration game with minimal impact from NPCs and a rather unoriginal aspect of horror on display&period; It reminded me of those average mid-2000 PC games which felt clunky and out dated&comma; but at least had some charm or interesting gameplay aspects&period; <em>Syndrome<&sol;em> looks to grab your attention but feels painfully average at times&period; It really didn&&num;8217&semi;t make me feel invested enough to want to play more&period;<&sol;p>&NewLine;<p>I do hope the full release shows more compelling enemies and less repetitive and long winded gameplay elements&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p style&equals;"text-align&colon; center&semi;"><strong><em>A preview code for Syndrome on PC was provided by Camel 101 for the purpose of this preview<&sol;em><&sol;strong><&sol;p>&NewLine;

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