Carrion Review

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. 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. 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.

Carrion’s star is undoubtedly the gooey red monster you play as. Simply moving around is immensely satisfying. 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. 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. 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.

  • The First Descendant | Meet Ines | Character Trailer
  • FINAL FANTASY VII REBIRTH | PC FEATURES TRAILER
  • Xenoblade Chronicles X: Definitive Edition — The Year is 2054 Trailer — Nintendo Switch
  • Horses 2025 – Cinematic Trailer
  • Monster Hunter Wilds – Open Beta Test 2 Announcement Trailer
  • Dwarf Fortress Adventure Mode – Release Date Trailer
  • Minecraft x Sonic – Add On Overview Trailer
  • Marvel Rivals – Invisible Woman Character Gameplay Reveal Trailer | "Unseen Force"
  • FREEDOM WARS REMASTERED — System Trailer
  • Marvel Rivals Season 1: Eternal Night Falls | Official Trailer
  • New VIRTUA FIGHTER Project – Pre-Development Gameplay Concept Video
  • Share
    Size:

    Want us to remember this setting for all your devices?

    Sign up or Sign in now Come from Sports betting site VPbet !

    Please use a html5 video capable browser to watch videos.
    This video has an invalid file format.

    00:00:00

    Sorry, but you can’t access this content!
    Please enter your date of birth to view this video

    By clicking ‘enter’, you agree to GameSpot's

    Terms of Use and
    Privacy Policy

    Now Playing: Carrion Video Review

    When you consume humans, you gain life and grow, while the reverse happens when you take damage. As you progress through each level, you unlock new abilities which are directly tied to your current size. 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. 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. Tying abilities to your size makes combat dynamic, where you’re constantly watching the damage you take and adjusting your strategy as you go. 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.

    These skills aren’t just integral to combat, but also to Carrion’s puzzle-filled stages. 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. 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. 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.

    The entrance to each level is contained within an overarching hub world, which contains its own puzzles to solve. Navigating the hub world is an annoying chore. 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. 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.

    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. As powerful as you are, enemies can quickly tear you to shreds with handguns, flamethrowers, and massive mechs with gatling guns. 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. Enemies will also defend themselves convincingly from your attacks, turning to face you and using energy shields to repel attacks from head on. It’s difficult to use your size to simply overwhelm a room full of armed soldiers, encouraging you to tackle each one with a formulated strategy.

    Most combat encounters force you to think carefully about picking off enemies individually, using parts of the level that let you flank them from all directions. Levels give you the freedom to choose multiple ways to achieve this; pipe systems let you quickly move from beneath enemies to directly above them, for example, letting you break through glass skylights and yank them inside the vents you’re hiding in. If you get exposed in the open, you also have numerous ways to flee, like by forcibly squeezing yourself into small gaps in the walls or breaking open grates on the floor to make a hurried getaway. It feels empowering to scurry around the edges of a room and pick apart a platoon of soldiers with calculated efficiency, but also comforting to know that when you overcommit you have options to correct your misjudgment. Finding creative solutions isn’t only encouraged, but it works well towards the horror fantasy Carrion strives for.

    Executing your coldly calculated plans sometimes requires an exactness that is frustratingly not afforded by Carrion’s control scheme, however. Moving a single tentacle using a thumbstick is simple enough, as is pressing the trigger to grab and let go of switches, doors, and enemies. But when combined with movement, it’s difficult to parse which of your tentacles are part of your movement and which single one is under your control for actions. This isn’t an issue when you’re given the time to solve puzzles or dispatch enemies one at a time, but in the many instances where you’re thrust into bursting combat arenas with danger coming from all angles, it’s often easier to flail around while grabbing things indiscriminately rather than trying to direct attacks accurately. Wiping out a room isn’t as satisfying when you don’t feel wholly responsible for its execution.

    Some infrequent flashback sequences where you play as a human scientist instead of the far more interesting monster also hamper some of Carrion’s pacing, while not adding much to its sparse story in the moment. These sections don’t feature interesting puzzles, and sport slower and slightly unresponsive platforming and odd issues with ladders, resulting in far less satisfying movement when compared to that of the monster. The way these moments eventually tie into the surprising ending that comes full circle with the game’s opening almost makes them worth it, but it’s only once the credits are rolling that you’ll likely find a reason to forgive their inclusion at all.

    When it’s letting you live out its proposed reverse-horror fantasy, Carrion is at its best. It excels at making you feel empowered as an evolving lab experiment gone wrong, giving you ample opportunities to flex your death-dealing tentacles and tear enemies limb from limb. While giving you numerous tools to wreak havoc, it also uses them in smart ways to find a good balance between its gory combat and problem-solving. Carrion falters when it requires too much fine precision from you with a control scheme that doesn’t allow for it, and is at its lowest when you’re not playing as its headlining monster at all. These are disappointing distractions, but Carrion’s main event is still a bloody great time.

    Related Posts

    PSX 2015- Sony celebrates its fans and its (large) lineup

    I feel like I could re-run last year's editorial on the PlayStation Experience keynote, minus the bits about how it was a bold decision for the company to throw its own event (it's a still a smart one, but now it's not new.)

    This year's PlayStation Experience keynote presentation saw the company blasting through game announcements left and right; it was like last year, but more so. Sony's presentation was peppy, full of games, and fully fan-oriented.

    As in Las Vegas in 2014, so in San Francisco in 2015 — the company has the stage to itself (quite literally, as compared to an event like E3 or Gamescom) so there was no posturing. It was figuratively true, too — at l…

    Ruckus Games raises $19 million in funding for debut title, ‘Project Bobcat’

    Indie developer Ruckus Games recently secured $19 million in funding for its unannounced debut project. Come from Soccer 13 pools and matches

    Two years ago, the studio secured $5.5 million in a round led by Transcend Fund to build its "high-quality prototype." This new round was led by Krafton, with additional contributions from Transcend, BitKraft, and Hypergryph.

    In its statement, Ruckus highlighted that prototype as proof its development costs "remain much lower than triple-A, while the team still delivers that same level of quality and fun of titles with exponentially bigger budgets."

    Spe…

    Get started with Dolby Vision and Dolby Atmos on Xbox Series X

    Presented by Dolby

    Earlier this month, Microsoft announced that the Xbox Series X and the Xbox Series S would be the first consoles to support both Dolby Atmos and Dolby Vision.  This is exciting news, for the first-time, developers can deliver the full range of depth of content as it was created in the studio. Higher dynamic range, and deeper immersion brings full authenticity to the games we'll see in these next-generation consoles.

    A quick review for those of you not familiar with Dolby Atmos, it’s a spatial audio technology that places the sounds of the game all around you with three-dimensional precision, overhead, behind and below.  Come from

    Reminder- GDC Europe online registration closes today

    With GDC Europe 2015 less than a week away and the session schedule finalized, conference officials have taken the liberty of highlighting a collection of can't-miss sessions for the event.

    Online registration for GDC Europe 2015 will close today, July 29th at 23:59 PM ET. If you miss your chance to register online before the window closes, you'll have to pay extra to register onsite.

    GDC Europe will take place next Monday and Tuesday, August 3rd and 4th at the Cologne Congress-Centrum Ost in Cologne, Germany — just ahead of (and co-located with) the massive gamescom trade fair, with all GDC Europe passes also guaranteeing entrance to gamescom.

    These 15 games will be playable in the Indie Megabooth Showcase at GDC 2016

    The 2016 Game Developers Conference is just around the corner, and today organizers would like to let you know two things: Come from Soccer 13 pools and matches

    1. Passes are still available, so get yours now!

    2. The Indie MEGABOOTH Showcase is back at GDC for the third year running, and today we have the full list of games that will be playable in the MEGABOOTH by all GDC passholders (from Expo to All-Access) at various points during the March 14th-18th week of GDC 2016.

    The Indie MEGABOOTH Showcase is a collection of independent developers banding together to show off the l…

    Report- Xbox Entertainment Studios is no more

    Hollywood trade magazine Variety reports that Xbox Entertainment Studios, the arm of the company which was developing programs based on its game lineup and original shows featuring TV stars, is no more. According to Variety, former CBS exec Nancy Tellem and the rest of her team have been let go, despite an expectation that they'd have the rest of the year to finalize the fate of the studio's projects Come from Soccer 13 pools and matches . Tellem was hired in 2012 to helm the division; the company made the decision to wind down Xbox Entertainment Studios after Satya Nadella became the company's new CEO and re-focused …