Conarium

Video games, in the background, pecan of the same factor. They are shocking and on more than one occasion, the temptation to place a weapon in the player’s hands or face the “monster” was and is simply too powerful. In the end, the universe of Providenc

 

e’s genius works best when the creative is able to draw inspiration from him instead of literally relying on his universe. Conarium does a bit of all this, both for its failures and for its successes. He wants to be close to the Primordial myth, but with space. He wants to manage this world, but with its rules.

 

The best thing is not to be deceived by their trailers or the first impression that we can produce. Conarium is not the umpteenth horror game where you can move forward “hiding from the monster” with scarce resources and without weapons. It is, simply and

 

plainly, a graphic adventure . And classic. Of those who barely die (although it does happen) and where everything works in the service of the everlasting puzzle . One focused exclusively on the mechanics of finding and opening the closed door that allows us to advance to the next closed door. And the next. And the next.

 

And forgive the arrogance of language there, but we have opened many doors and looked for many keys. All types. From the simplest and most mundane to those camouflaged in elevator levers. From those that form megalomania old construc

 

tions to poisonous herbs that impede our progress. Conarium is simple in its requirement to the player, to the point that it rubs in the odd occasion the suspension of the most credulous, when a complicated alien architecture is reduced to the mere use of a portentosa and simple hinge.

 

 

The 3 or 4 hours of play takes you through a lovecraftian museum that stimulates the imagination

It would not matter so much if the end justified the means. Because if I have learned something in all these years of graphic adventures behind my back, it is from the good or bad conjugation of the puzzle with the narrative. On the way to solving the puzzle, the puzzle is used as a purpose to examine and explore the environment. To achieve clues with which to advance

and in turn to construct the narrative enigma with remnants of new information, to catch you in its history and keep you moving until you know what is on the other side of the threshold. Conarium applies the formula and maintains the attention, but almost always uses and abuses the easy recourse of the note found to learn something more than what is happening around us, instead of trying to do it with images.

 

Conanalysis

The other gods

Thus, step by step, door to door, begins and continues our descent to dementia. Conarium is inspired, not based, on Lovecraft’s short novel In the Mountains of Madness . And although you can read literally in his description that “narrates, for the most part, the events after the original story.” The truth is that this statement is not entirely correct, since neither

recovers the characters of the work nor their intentions to continue the frigid horror. What Zoetrope Interactive here it is, rather, to rescue the stage, that inhospitable and unknown Antarctica and its Primordial inhabitants and to mix it even with the beings belonging to other stories, such as those of The Nameless City, in a very interesting, although not scrupulously canonical, vision of the Writer.

 

Conarium PC

Little by little, the constructions of man are relegated to give place to a more “cosmic” architecture.

Even so, I would recommend more than one fan to play it, if he knows what to expect. It does not pretend to create a true cosmic horror, but to marvel at its world and its prose. Do not be in a hostile environment or play with sanity, because encounters with enemies are purely anecdotal, but if you are able to solve your puzzles without worrying too much, the three or fou

 

r hours of play will take you to a Lovecraftian museum that stimulates the imagination , as the scarce human architecture is giving rise t

 

o the Primordial, and that you will enjoy more to recognize their references if you have read the book and the descriptions of that being with “yellow head in the form of a starfish” or that “report set of bubbling protoplasm with myriads of ephemeral eyes ».

 

Conarium

Although its scenarios seem open, its structure is mainly linear. It will be difficult to get lost in Conarium.

The Unreal Engine 4, who is in charge of giving life to the nightmare, takes refuge too much in the dark and does not finish illuminating and showing off something else until the final measures, moment where the game tries to reveal some of his cards and seeks the complicity of the player with his winks, references and alternative endings, as well as secrets for anyo

 

ne who wants to walk around with more attention to detail in search of their own trophies and all the writings to find. On the way to the two final we have found, we have seen potential behind the work of this Turkish study of just three members and we hope to

 

continue to see developed in future games, if possible, with more fresh and daring ideas that encourage us with genuine Curious to know what’s on the other side of the door.