Early in my practice for the end of Abyss, the developer sitting next to me expressed surprise at how easy and consistently he was using the game’s handheld scanner. I myself was surprised to hear that other journalists had ignored it.
The end of Abyss takes place in an underground plate metal maze. There, every corner is a swarm of waiting shadows, every doorway is a mystery, every ventilation fan is a web of fungal glots. I hate throwing Aspera at other members of the press, but you have to be an absolute chowder head to explore such warren with your eyes alone. This is a world that feels like holding your breath.
Check out YouTube
Every time I entered the room, I made sure to do a full 360 degree sweep and proceeded forward, running the bright blue lines of the scanner over all the seemingly inert detritus lying under the table or stuffed too indifferently into the background machine. The scanner didn’t catch all the ambush, but often I’m happy with my thoughts. I’ll meet thereyou wi hatred – I see you pretending to be a furniture stick, and I’m now switching to my shotgun.
The end of Abyss creates the familiar theme of horror games, but playing top-down shooter games as Foetid is rarely threatened. Developer Section 9 is a veteran of Little Nightmare Studios’ Tarceier Studios, where its helmet can collect its legacy from a helmet that has acquired a helmet that looks like a bobblehead trying to escape the maze of rabies hamsters.
The setup here is that you are a combat engineer looking for underground buildings for the source of a mysterious signal…and that’s pretty much everything you’re getting an explicit backstory. This game uses twin stick controls, alternate between a regular pistol with endless ammunition and a powerful power weapon with limited capacity, along with support tools such as the Remote C4, Grappling Hook, and Hand Rena bullets. There is also a knife. At that moment, you just don’t have time to aim or reload.
All guns can often (always?) upgrade at a craft station near a save point, using visible layouts and scraps recovered from secret rooms hidden behind broken walls. That’s another reason to keep using your scanner. Honestly, I don’t know what they’re teaching younger reporters these days.
Handling is heavy and smooth with skittiss. You have a rolling dodge that seduces you to make fast and loose plays and tempts you to roll enemy attacks, but every time you break, you can knock on the ramp for 2 seconds or 2 seconds and close the mob. In my demo, there are two health packs, each suitable for about half the bar. At first glance, the only way to refill them is through a save station, which is to respawn all enemies. As described practically by Matthias Otball, co-founder of Section 9, the dark soul touch of a game that doesn’t aim to be so challenging.
The enemy itself covers a decent range. Inflate zombie derivatives on an acceptablely awful edge – beware as you have an embarrassing surprise when “finishing”. Certain bloated corpses are nests of decisive, gratifying charm that are extremely difficult to target and target the surface of the texture.
I was most angry at the bear-sized hand monster I came across while trying to recover something from the buried lab. It doesn’t seem to have any Facehugger features, but that’s not a consolation when you’re crushed by yourself. Luckily, even the larger threats offer healthy respect for Mrs. Shotgun, and after a slight upgrade in damage, they are more susceptible to Mr. Pistol’s influence.
The problem is that monsters generally realize unpredictable. Usually, the first enemy you encounter in a room is a distraction from the second enemy poking out of the vent behind you. Some Smashable Resource Crates have more people – don’t forget that knife. There are also sewers that require obvious vigilance of V-shaped ripples. And between all this there is a certain silence that lowers the broken silence only by whining and clicking. What a scary place, good. I can’t get enough of it. Camerawork is achieved quietly, moving from a lightly horned top-down to a vintage survival horror CCTV perspective.
The only serious letdown of the demo was the boss of the area. Tentacle moans with some grounded attacks, the second phase couldn’t be completed, as the PRS of the Summer Game Fest hastily rushed me to see something else. The boss was certainly a test, but not too scary. In Section 9 defense, my demos came out widely from the second major area of the game, so perhaps they’re still in their way with creature design and their journey, but they’re on – flashing that Tarsier DNA a little more. As long as I have a room where is my custodial manager with limbs? Where is the geisha ghost who rises my screams?
If there are too many enemies or too standard, I think the end of the Abyss shooter element might ultimately ruin your mood. For now, what feels like a desperate crowd control could ultimately become a grind. Still, this is a promising start and I’m optimistic that a less-than-smack nightmare in Section 9 can bring the Beast home. I’ll cock the scanner.