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Flamethrowers will damage you over time and force you to find a pool of water to extinguish yourself, while the high rate of fire from a gatling gun will take you from your most powerful to dead in a handful of seconds. As powerful as you are, enemies can quickly tear you to shreds with handguns, flamethrowers, and massive mechs with gatling guns. While levels are filled with hapless humans to feast on, Carrion features a varied roster of enemies that provide an ample threat to your progress. And if you happen to forget where a previously locked route was after obtaining the right skill to bypass it, you can find yourself doing circles around this area just looking for a way to continue. You have no map to guide you, and thanks to many routes that involve one-way paths, backtracking to a previous stage is a frustrating endeavor. Navigating the hub world is an annoying chore. The entrance to each level is contained within an overarching hub world, which contains its own puzzles to solve. The other side of the coin is more punishing, and I was forced to exit a level entirely on a few occasions to hunt down humans so that I could grow to the size a puzzle required. These puzzles require specific abilities to solve rather than quick reflexes or intricate movements, which means you'll sometimes be backtracking through a level to find a spot where you can deposit some of your biomass and shrink accordingly to access the abilities you require.
#Carrion ps4 full
They make full use of your abilities in varied ways: to flip out-of-reach door switches or find and control the mind of a nearby enemy, for example in another instance, an otherwise lethal bomb can be used to clear debris blocking a path if you can withstand its blast.
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These skills aren't just integral to combat, but also to Carrion's puzzle-filled stages. It takes a bit to get comfortable with the sudden ability shifts in the heat of the moment, but getting access to movesets that let you dominate or flee a fight when you need them feels great. Tying abilities to your size makes combat dynamic, where you're constantly watching the damage you take and adjusting your strategy as you go. At a medium size, you can encase yourself in spikes and roll around a room dealing damage in all directions, while your smallest sizes offer more utility-style abilities like stealth and a handy stun attack. When you're at your largest, you can cause devastating damage by sending a flurry of tentacles forward and viciously pulling anything in their way towards you. As you progress through each level, you unlock new abilities which are directly tied to your current size. When you consume humans, you gain life and grow, while the reverse happens when you take damage. There are a handful of instances where your size makes orienting yourself slightly challenging, but they're small teething issues as you learn to navigate around.īy clicking 'enter', you agree to GameSpot's
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By making movement effortless, Carrion lets you appreciate how good it looks in motion, from squeezing your red mass into a narrow air duct to transforming into a school of parasitic worms to swim through grates. It feels as though you're constantly floating, with extending appendages latching onto surfaces around you to feed into the illusion of chaotic but calculated traversal. Simply moving around is immensely satisfying.
#Carrion ps4 simulator
When Carrion gives you the tools to be the best betentacled killing machine you can be, it's a satisfying monster simulator with engaging puzzles and clever combat, but it falters in moments where you don't feel as in control as you should be.Ĭarrion's star is undoubtedly the gooey red monster you play as. Here you aren't the one slowly peeking around each corner to make sure you're safe-you're the one doing the hunting, leaving a gory trail of devastation as you pick apart an underground laboratory one department at a time. As you're slinking around air ducts and planning a surprise attack on a helpless scientist, it's difficult not to feel empowered by Carrion's approach to horror.
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