0_abyssalSomewhere

0_abyssalSomewhere

released on Jul 12, 2018

0_abyssalSomewhere

released on Jul 12, 2018

Stroll through the waters of a concrete realm.


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extremely slow gameplay and super vague lore descriptions made this kind of a slog, but parts of this are kinda visually insane and totally worth checking out. really cool prototype; i hope it's expanded on and refined for a larger project

This game is the black hole in your mind that forms after a decade or so of woe, woeful existence where you feel every atom exist at the same time.

To play this drunk and tired at 2 in the morning with dealing with a little abyss of my own was not such a bad idea, never probably never finding out what the harpoon does sadly, spend around 30 minutes just going around the desert trying to see if there was some secret or ending to it.

Just the most impeccable atmosphere, it swallows you in and doesn't let go until you exit the game. I honestly believe there is beauty to something so hazy and dark, deranged brutalist arquitecture and a main character that looks like your first attempt at making a knight with play-doh, absolutely love it.

Final boss could do with not pushing you away every 2 seconds, really dragged out a scene that's otherwise great like the rest of the experience.

not gonna pretend I understand this game's themes but for what it is I enjoyed it pretty good ambiance and spooky vibe even if a bit slow

dark souls if it was a fever dream.

ENG: Yet another entry for the Unity Arthouse. Straight to the point, 0_AbyssalSomewhere, beyond the poetic language that the messages on the screen try to convey, has nothing. Another game victim to the modern good design that is all about comfort and atmosphere. Just another Gris. Navigating its world is not terrifying nor confusing, nor does it generate fear, it doesn't even evoke any feeling other than boredom result of going through the only possible path during the scarce 30 minutes the game lasts. And walking past the main path is only a waste of time.

If at least the world (what little there is) was captivating, but no. Cheap symbolism with nothing to say. "Uhm... I wonder what that statue shaped like a person in fetal position is supposed to mean?". Style over substance, only worse, because depression is nothing more than a serviceable aesthetic to accompany the pseudo-reflexive intentions of the next linear indie game with allegedly evocative environments. And even if its environments communicated something more intelligent and profound, inhabiting the world is still dull. Mechanically, it does not convey any of the emotions the aesthetics pretend to convey. That is the real problem with the extreme and comfortable linearity of this type of games, playing them is often unevocative.

ESP: Otro juego más para la Unity Arthouse. Al punto, 0_AbyssalSomewhere, más allá del lenguaje poético que los mensajes en pantalla parecen intentar transmitir, no tiene nada. Poco menos que otro juego víctima del buen diseño moderno que consiste en comodidad y ambientación. Vamos, otro Gris. Navegar su mundo no es aterrador ni confuso, ni genera inquietud, por no hacer, ni si quiera provoca ningún sentimiento aparte del aburrimiento generado por seguir el único camino posible durante los escasos 30 minutos que dura el juego. Y si decides desviarte por poco que sea del camino principal, tan solo pierdes el tiempo.

Si por lo menos su mundo (el poco que hay) fuese atrapante o algo, pero no. Simbolismos de baratija sin nada que contar. "Umm... me pregunto que significará aquella estatua con forma de persona en posición fetal?". Estilo sobre sustancia, solo que peor, porque aquí la depresión no es más que una estética resultona para acompañar las intenciones pseudo-reflexivas del enésimo indie lineal con entornos presuntamente evocadores. Y si aún así, si sus entornos comunicasen algo más inteligente, habitar el mundo sigue siendo aburrido. No transmite ninguna sensación a nivel jugable de las que se pretende transmitir a nivel estético, ese es el auténtico problema de la linealidad tan extrema y comodona de este tipo de juegos, que jugarlos nunca dice nada.