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Miasmata

Tough love...sometimes too tough...in Miasmata.

Now, I'll be frank. Normally the words "survival-horror" will have me sprinting in the opposite direction. I'm the kind of guy who freaks out in solo Nazi Zombies, and who'd rather build a fortress than hunt for food and water in Minecraft. However, I'm pleased to say that Miasmata has become my rare exception. Despite some technical issues and flaws that marr the experience, Miasmata is an excellent package that emphasises tension and exploration over combat. MINOR SPOILERS AHEAD!!! --PRESENTATION & PLOT-- Let's start with the story. Now, some (who probably haven't played in depth) might argue that the game description makes for a pretty generic "excuse" storyline. I'm happy to say this is not the case - for a story-lover like me, this game does not disappoint with a bit of patience and curiosity. While lacking scripted events, Miasmata tells a long (LOOONNNGG) fragmented tale to the player, through a combination of notes, maps, journals and objects. Those seeking a "detective-style" approach will be pleased, as the game relies on your attention to detail and joining of the dots to get the overarching plot through. While I thought certain parts of the backstory were unnecessary (Telluric? London would have been fine), the jolly romp of the now-deceased scientists on Isle Eden can lead the player to a number of surprisingly chilling conclusions. While the random encounters can sometimes be incredibly annoying and interrupt the flow of progress, the implied origins of the Creature can be a haunting discovery indeed. A trip to Outpost Vega can make the entire game seem different, and the overall presentation of Eden's mystery will leave you howling for the next scrap of paper and map. And that ARE knives in the back of that scientist. That IS human writing on the wall. You're not the only person who's losing their grip on reality - but is the other one out there as well? And are they coming for you? --GRAPHICS-- What's already been said has been said. A patch is seriously needed to address the issue of optimisation, but overall Eden looks satisfactory for an indie title developed by two people. I found the idea that they couldn't pretty up the jug-water a bit ridiculous (Use a jug. Scowl with disgust.), but not a noticeable problem with my immersion. The lighting is beautiful in the game (on high settings, of course), even if the sky can become painfully blurred and hazy. I must agree with a previous reviewer when I say that there is a lack of variation in weather. The later parts of the game makes the Creature an incredibly dangerous threat, and walking around in anything less than sunlight can be a maddening, suicidal experience. Often I'd sleep for an entire day just to find a few hours of uninterrupted light. But, I digress - these graphical jitters are not important. Nobody who wants to melt their top-line Nvidia card goes for an Indie game - if you're focus more on the game's lower fidelity than its exploration and intrigue, then sorry - you're doing it wrong. --GAMEPLAY-- I was originally quite disappointed with the way the Creature is presented in-game. Those who have watched the trailer already know what it looks like and how it sounds, and your first encounters can be somewhat underwhelming. Without an appropriate concoction you have no idea how to react, but even a rudimentary effort can get you out clean. A bit of stealth, a wave of a stick and a short sprint into the distance and you're half an island away - or so you think. Queue days without a sighting. Think Slender. With each bit of progress you make, the Creature becomes noticeably more fierce in its attempts to derail you. It WILL go for the kills, it WILL sprint after you and if you don't pull some tricky stunts in parts, it WILL succeed. However, you do have strategies to help you evade it. Mental stimulants and their big brother upgrade can give you a larger window of escape, though the Creature wises up to your stealth as the game proceeds. To be honest, by the time you have to worry about engaging it at melee distance, your sticks and torches won't even make it blink. You're not going to do anything but die trying to go Skyrim on this one. While I had absolutely no complaints during my playthrough, in retrospect I feel guilty about absuing the Creature's apparent fear of coastlines. You can make it through a good chunk of the game's objectives by just staying near the sea; for some reason or another the thing just won't appear near the water. However, don't be fooled - all you're doing is coddling yourself. The devs know you're a coward. And by the time you hit halfway they'll be taking every opportunity to scare the crap out of you by placing an entire hilly, darkened jungle between you and a plant specimen. And you can definitely expect the Creature to make up for lost time. Beware open areas. Speaking of plants (and hills). The research and triangulation systems in this game are phenomenal. There's no question. While direct line of sight can be a ridiculous achievement in later areas, the maps generally will get you an outline of the area. Unfortunately, those wishing to get into the gritty inland will need to go in blind - only maps found in research stations will reveal the entirety of the local land. The research is similarly brilliant, but hindered. There's a massive variety of plants and locales, and piecing together the notebooks of five different scientists to find an antibiotic can be a fantastic mental exercise. However, no pockets and the ability to hold one of everything makes mass-collection of medicine a fever dream. And the momentum dynamic, while "realistic", really could have been given a "rule of cool" treatment, considering you drop everything you're holding if you slip. On a flat surface. With the Creature on your heels. I'm legitimately surprised I didn't have to retrace my steps more often due to falling down a cliff and losing my items. Picking them up is hard enough, but dealing with the "fever lotto" - dear lord. Each tumble and trip on a muddy slope leaves you checking yourself for the plague? This guy clearly missed out on vaccine day, and it shows. Painfully. Overall, of course, the game is tight. The atmosphere is foreboding, the Creature can be terrifying and the island is massive enough to rival some Triple-A open worlds. The little hiccups, though, can make a tiny or massive difference depending on your luck, and a few tweaks to certain things (maps, carrying, etc.) could mark a noticable rise in quality for the title. I still haven't found the final objective yet. It's (un-)surprisingly difficult to escape an abandoned island the size of Middle-Earth. But I'll get there. And I'll understand everything by the end. Because I took my time, used my wits, and appreciated what was there - not argue about the things that weren't. That's all the game invites you to do - will you give Miasmata a shot?

30 gamers found this review helpful