
On the other hand, since it would be weird if Yog-Sothoth spent all day solving the Tower of Hanoi, the puzzles can usually be figured out with one or two glances. On the one hand, intelligent monsters tend to be the scariest, so it makes thematic sense that this one is constantly adapting and manipulating its surroundings in order to navigate them better. Surprisingly, puzzle-solving makes up a decent portion of the playtime, and a similar dilemma presents itself there. It’s exceedingly clever design, but it leads to a difficulty level that can’t decide on its degree of power fantasy. Conversely, if discovered prematurely, you’re likely to enter a mad dash for cover, as the creature is surprisingly susceptible to bullets.Ĭonventional wisdom states that horror is amplified when its source is unknown, and I believe the developers have tried to translate this into gameplay – hence if your creature is visible, it’s a lot less dangerous.
#Carrion cover art full#
By maneuvering correctly, you can often take out a whole room full of squishy humans in an instant blur of viscera. Every element reinforces this sensation mechanical enemies are eliminated by smashing them against walls, and even saving is done by “spreading biomass.” Both stealth and horror usually operate on a tension/release cycle, but the release here is often explosive.
#Carrion cover art movie#
Creeping undetected into a room and snatching a victim away towards one of your four gaping maws while his compatriots’ backs are turned is a scene straight out of the movie monster playbook, and you’re unlikely to find it delivered so well in interactive form elsewhere. I mention the controls first because the sensation of CARRION is its best feature. All of these handle as well as could be hoped, given that it’s all rooted in physics-based flopping. Abilities beyond movement include turning invisible and growing all manner of unpleasant appendages for offensive, defensive, interactive, and uh…consumptive purposes. Much effort was clearly expended in order to accommodate players’ intuition, and the result is a smooth and suitably freeform movement style that’s fascinating just to engage with. Rather than attempt a traditional platforming setup for something that doesn’t have feet or even a standard orientation, the developers have opted for a tentacle-based method of locomotion. The playable man-eating shoggoth at its core brings sci-fi horror imagery to life with grisly accuracy, which, combined with a quality-over-quantity approach to design, makes for a bloody good time.įirst off, it’s remarkable how well the creature controls. As such, while the individual pieces are present elsewhere, their arrangement here is something entirely new. I was prepared to call CARRION an unholy blend of Metroid, Arkham Asylum, and Saya no Uta, but that would disregard its likeness to ‘Splosion Man and Prototype. Some have even preferred to censor the icon.“X meets Y” is a useful critical shorthand, but it certainly has its limitations. It ends up being a very entertaining beat ’em up with light touches of metroidvania and a visual section that once again highlights the benefits of pixel art. An explosion of blood, viscera and pixels that got a 7 in the FreeGameTips Reviews, where we appreciated that innovative approach within a genre as old as survival horror.

Inspired by The Thing (John Carpenter’s movie), Carrion puts us in the shoes of a tentacled monster that feeds on humans and aims to impound the military base in which it was created.

The truth is that the image was not a reference to vaginas, years or piles, but to the monster that we incarnated in the game itself. It was an old and discarded design that “accidentally” was not changed when the title went on sale. Although we all remember the famous quote by Oscar Wilde: “There is only one thing in the world worse than they talk about you, and that is that they don’t talk about you”, the company has had to modify the image to silence the complaints and criticism that were beginning to accumulate, and has assured that everything had been a mistake.

The game, one of the most striking indies this summer, had an image in the console menu with which several users had put the scream in the sky and that media such as Kotaku had defined as “a monstrous vagina”. Through his social networks, and not without a certain sense of humor, Devolver Digital has said goodbye to the original icon with which Carrion appeared on the Nintendo Switch.
