Day 1: I crashed upon the shores of the Eden this morning, rejected by the sea. Plague is coursing through my veins and I will die soon if I cannot discover a cure.
Day 5: I am being hunted by a mysterious creature. It stalks me day and night. I cannot let my guard down, for he is a cunning and int...
Day 1: I crashed upon the shores of the Eden this morning, rejected by the sea. Plague is coursing through my veins and I will die soon if I cannot discover a cure.
Day 5: I am being hunted by a mysterious creature. It stalks me day and night. I cannot let my guard down, for he is a cunning and intelligent adversary.
Day 9: Plague is ravaging my body now. It hunts me down just as the creature does. But, there is hope yet. I have been making progress in my search for a cure. I will need to do more scientific research and experimentation, but I am convinced this island holds the miracle I seek.
Miasmata is a game of survival, exploration and discovery. During your adventure, you’ll encounter a mysterious and deadly creature. This creature can stalk you for miles, lurking behind grasses and vegetative cover. By treading carefully and quietly, you may be able to elude the creature. If you’re careless, however, you will be forced to confront the creature head-on. Exploration is a key component to Miasmata, so you will need to make full use of an interesting cartography system. You can use landmarks, such as ruins and statues, to triangulate your location and construct a map of Eden's boundaries and contours.
Freedom to explore and discover the innermost secrets hidden on the island of Eden.
Use landmarks, such as ruins and statues, to triangulate your location using the unique cartography system.
Run lab experiments on the various plant and fungal specimens in order to find a cure for what ails you.
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The only negative feeling I got from this game was the movement controls. You have too much momentum and requires a lot to move small steps. I loved the story and the exploration, the navigation was intriguing, and the monster was creative.
... and 2012 was a pretty good year but while it came out in 2012 I actually played it in early 2013 when the main technical problems had been patched out. Most of the complaints against this game were presumably valid at launch but have since become outdated.
My third favorite moment of the game was finally being able to triangulate a landmark which opened up the whole north coast for my exploration pleasure.
My second favorite moment was finding a rare plant just as the sun set, leaving me quickly in almost complete darkness, far from safety and having to use my memory and wits to safely navigate to the nearest bed in dangerous terrain, knowing that if I fell, the plant would be dropped and lost to the darkness.
My favourite moment, and what made the game so memorable to me was when the game's mechanics, interface, environment and found journals all clicked for me and the island's mysteries became clear.
The story itself is simple, verging on cliched, but the way it is told is what impressed me. Most games try to tell a story in a very narrative heavy way as though it were a film or a novel but this game is art in the way that a piece of music or a single image are art. It is a simple idea expressed beautifully through through its medium.
This is a game people seem to love or hate, and I loved it.
The momentum-based movement system felt natural to me and I think the mapping system was a really interesting and challenging addition to the game.
If you like the idea of exploring and mapping an island in a more interesting and challenging way than your average game and you are willing to embrace the fact that your character is sick and their movement reflects that (WALK, don't run unless you have to) then you might love this game too.
One thing I wish I knew before I started is that you can only carry ONE dose of each type of medicine, so don't waste your time making lots of Basic Medicine etc. as you'll only actually have one dose in your inventory and any additional doses you make and pick up will just disappear. You can also only carry one specimen of a given type of plant at a time (but you can carry specimens of up to 3 different plants), but that's a bit more obvious than the medicine.
A compelling, highly unique experience, with some flaws
Miasmata is a game about a man trapped on a solitary, seemingly deserted island and his efforts to rid himself of a plague. It's also a game about a man born with roller skates instead of feet.
The gameplay is all about exploration, with a strong survival emphasis. This island that you've landed on is sprawling and massive, covered by dense jungle, dank swamps, and tall, grassy hills. Ruins dot the landscape, as well as the tiny settlements of more recent inhabitants. It is these locations that will be your lifeline as you explore the island, offering shelter and occasional documents that expand on the story and gently nudge you the right way.
From the moment you start playing, though, you are free to explore the whole island in any direction you like as you look for the materials needed to rid yourself of the plague. There are no quest markers or friendly NPCs. You should be prepared, then, to get lost. Frequently. In fact, this willingness to let the player get lost is one of Miasmata's best features. Accomplishing goals feels more meaningful, and I felt genuine relief as I'd catch a glimpse of a thatched roof while stumbling through the jungle.
While fragments of maps may be found, to even locate their location on those maps or reveal more detail about the surrounding area, the player must triangulate their position using landmarks. Very often, these landmarks take the form of large, stone heads reminiscent of the moai at Easter Island. The system manages to feel both immersive enough not to diminish the exploration and accessible at the same time.
The survival aspect of the game centers around the gathering of water and plants, either to combat thirst and fever, or to create elixirs and tablets that boost your mind and body. The variety of plants is quite large, and must be researched and/or mixed in order to be used. It's a convention of the game that you can only care three types of plants (but not three of the same type) and a single type of crafted product. From a balance perspective it makes sense, and I was never too bothered.
The very rare plants that are needed to craft a cure are only found in one place, but their location never feels designed. These locations always seem organic with the world around them.
Player movement is the last major element of the game. Your character has a weight and momentum to it unlike any FPS that I've played. Moreover, the player can tumble and fall if they walk over an incline with too much speed. These injuries can threaten your life if not healed, and it forms the main danger that you'll encounter.
In principle, this system encourages patience and a careful connection to the environment as you consider how to reach an area. It's interesting that the main challenge the player experiences is something they inflicted upon themselves, rather than from some trap or enemy the game set upon them.
In practice, however, you slip and fall far, far too often. I lost track of the number of times that I slipped and fell while running on flat ground, or after simply walking over a two foot drop. Arresting your momentum can be extremely difficult, and it's not uncommon to stumble or fall for dozens of feet. It would be comical were it not so frequent or the consequences so potentially harmful. This tends to discourage exploration- a serious downside in a game that's all about it. The system absolutely should stay, but it needs tweaking. It was a constant annoyance as I played, even after adjusting how I walked and ran.
Once, though, I was searching for the last item I needed. I'd missed some clue and had searched possible areas for two hours. After a single misstep I fell-again- off of a cliff. Cursing to myself as I got up, I suddenly I what I'd been searching for two inches from my face. It felt like a moment right out of a movie. Miasmata's strength is letting the player experience their own stories like this.
Misamata may be a demanding game, being wide open with lots of foliage to display. I have a 560 Ti and ran it fine, but lesser machines might struggle. While not the best looking game out there, the visuals complement the atmosphere well. My only complaint was that the lighting for the day/night cycle did not seem consistent.
The soundtrack is used sparingly, but is effective and memorable when it's used. The ambient noise of the jungle did not leave a big impression on me- a lost opportunity, perhaps, to add to the atmosphere.
Miasmata is a game that's clearly not for everyone. Even those interested in a game about exploration and constructing the story from the pieces around them, the flaws in the movement or the initial shock of getting lost may test their patience. Overall, this is a unique, compelling experience, and I'd glad to have played it.
i loved this game it has a good gameplay like exploring finding the cure and and a great mapping it also fun running from the monsters it shocked my that it was a indie game i recommend this to anyone a fan of survival exploration or adventure games. it also has great story told through pages i have to profiles on this one for exploring and notes the other for research for the cure it is one of the best games on gog and i really enjoyed it and hope theres a sequel
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