
The puzzles vary – this requires you to match the frequency.Īs previously stated, I’ve kept it vague as I believe you discovering the information for yourself will lead to a much better experience overall.

Through the documents you find, the items you look at, and the headache-inducing memories you recall, you’ll begin to piece together what the crew were up to, what you found out, what happened to your colleagues, and why you don’t feel okay and keep having visions of the past. Well, no sign of life apart from a few ghostly apparitions which you catch a glimpse of as you explore the confined rooms. Unable to recall what had happened, you search the rest of the base for your fellow crew members yet all you can find are empty cabins and no sign of life. It appears to be spinning and shining lights, all of which are giving you the biggest headache! However, upon your awakening, you find yourself in a small room with a strange mechanical device activated upon the table. Frank Gilman is our protagonist, a member of an expedition who had gone to the Antartic in order to uncover and research strange markings and beings which were found deep within the ice. However, I’ll explain the first ten minutes or so. There is scope in the level design to avoid these enemies, but the unexpected shift to an Amnesia style game will probably result in several annoying deaths.I don’t want to dive into the story of C onarium too much, as half the fun of the game is uncovering what has happened and wtf is going on both to yourself and others around you.
CONARIUM SWITCH PC
It’s also clearly caused PC players consternation given the number of complaints on the game’s Steam discussion forums. One of these, a badly scripted chase sequence in which some poorly modelled shambling mummies attempt to track you down, is the clear low point of the game. Unlike many walking sims, you can die in Conarium indeed a trophy is available for doing so in five different ways throughout the game. This extra layer of the game shows how passionate the developers are about conjuring up an authentic feeling atmosphere. On top of these are dozens of notes to fill in the background lore of the world. These range from copies of Lovecraftian works to statues of Elder Gods. The axe featured in the promotional images is not used for combat, but to break down weakened walls in the hunt for the numerous secrets. Other obstacles mainly involve navigating relatively simple mazes and using a magical crystal to negotiate poisonous plants. The bizarre symbols are difficult to memorise otherwise. I would also recommend taking photos of the screen or taking notes of key runes and journal notes, to avoid having to flick between the in-game notes n the middle of puzzles. Most of the puzzles are enjoyable without being too obscure, although there are a few where you have to make sure that you have been paying attention to the voiceover, as a couple of items need to be reused but lack any clear visual indicator. You can turn off the main character’s voice, but this makes a couple of puzzles more frustratingly obtuse. The voice work sadly isn’t up to the quality of the atmosphere building, which undermines some interesting expositional dialogue. Character models in particular are pretty dated, and it is therefore a blessing that they are mostly absent from the game.

All of these areas are well realised and everything looks suitably Lovecraftian, even if the graphics themselves are more functional than eerily beautiful. From the Antarctic opening, you head by submarine to a cave system replete with weird architecture and statues of Elder Gods, before your adventuring sees you slip into what appears to be another dimension.
