Humankind, in the process of evolution, has encountered a mysterious phenomenon - the destruction of the normal flow of time. From the past to the future, time rifts are forming in Earth's atmosphere. These rifts lead to different periods of history. Through them the most aggressive creatures from the past, present, and the future, have begun to infiltrate our time. These mutants, known as Timestrikers, have begun a complete and systemic eradication of all human life. You are a specially trained commando who has been volunteered to investigate a recent attack by the Timestrikers. Utilizing an arsenal of devastating weapons and mysterious items from the past and the future, you have been authorized to terminate any mutant creatures that attempt to obstruct your investigation. Each assignment gets you closer to the heart of your goal. A mission briefing gets you moving in the right direction, but it's up to you to carry out your orders. Grab your weapon and report to the Commander immediately!
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on the other hand... every enemy being a sponge gets pretty fucking tiring at points and resultantly your weapons tend to feel like peashooters (especially against anything running on all fours). there's limb dismemberment, which sells the overwhelming strength that some monsters clearly hold over you - and it can be used to literally disarm the especially tanky ones - but also feels a little undercooked as it's usually a better idea to just shoot someone's head off anyway
level design's a mixed bag. i'm not a fan of the whole "take a wild guess and shoot a hole in the wall" philosophy, but none of the 'puzzles' are too out there to figure out. environments kinda suck though. i found myself enjoying the quake knockoff-y industrial areas the most and really, really was not too fond of episode 2's bland egypt theme (or its shitty platforming). definitely not much of a looker overall
it's pretty clear why some people love this game and some hate it. the generic setup is made a hell of a lot more standout by its relentlessly troll-heavy design, but if you're not a fan of that then there's probably nothing here for you
if chasm: the rift were a person it'd be this scandinavian guy i knew when i was 13 who frequented 4chan and constantly veiled himself in irony as a substitute for personality
inbetwixt my horrid episodes of sonic hyperfixation and procrastinatory youtube binges, i've been craving some dos shooters. that good 320x200 pack. cue me watching a civvie video and seeing this glorious ukrainian quake imitation that uses a heap of 3d models in a 2.5d engine... for some reason. it looks like and effectively is a 3d shooter, minus its z-axis. that's so weird and it warms my stupid autistic little heart. so in an attempt to further put off my homework, i downloaded david syzmanski's "chasm portable" (screw the source port) and jumped right in.
chasm is strikingly standard - which is exactly what i like about it. your weapons include the shotgun - super shotgun - chain gun - projectile weapon - rocket launcher - bfg combo that doom ii popularized. everything feels. looks, and sounds nice and responsive (if unexceptional). as expected, you use em to mow down jobbers and hunks in a hunt for keys. you could call this game "generic", though it feels like a passion project by a bunch of fps fans rather than a cynical cash-in.
the personality of these avid fans shines most in the silly level design and dismemberment. most of chasm's 5ish hours will be spent turning a corner and walking directly into some kind of ambush. get out of the way, exterminate the troublemaker(s), rinse wash repeat. it reminds me a bit of the meatheadedness of serious sam: tfe or the meanest moments of quake. so basically, just hold s a lot and be prepared for an unfair spawn if you pick up an item. one of the most common foes in episode 2 deals 40 damage in one hit and takes 4-5 shotgun blasts to kill! the dismemberment helps out with heavier enemies like that. it's a lot easier to focus on landing your shots when you're not dodging attacks, so blast off a limb or two off to limit your enemy's movesets. oh, and the way enemies change up their strategies to account for missing body parts is so sick. the game also keeps it fresh with new baddies and settings every few levels, like a colorful taste test of different classic shooters. derivative though it may be, it's never stale. my favorite enemies are the jesters in the middle ages, who dismember real easily and have super silly death animations. awesome.
and that's... kinda it! pretty much every other detail i could mention is standard for a good 90s fps. i tend to favor games that are unique, over-the-top, or even shitty to games that are "just good", but i can't complain about chasm. even if nothing strikes me as outstanding, sometimes i just wanna shoot bad guys with a nice shotgun in some diverse n cozy levels. chasm: the rift does the trick for me more than f.e.a.r. or any modern fps imitating these old titles ever could. i might prefer this to dusk. it's that AUTHENTIC shit: flat levels at a low resolution with unstable performance and janky mouselook. the gamefeel is more than i'd expect from an early quake clone too. man, i need to finish quake. it'll definitely end up going in my 5 stars. for now, this clone's pretty cool.
Yeni nesil oyuncular için oyun biraz fazla old school kaçabilir. Dar koridorlarda çatışmaya girmek insanı yorabiliyor, bu dizaynın bir diğer dezavantajı ise çatışmaların stratejik unsurlarını ortadan kaldırması ve çatışma olayını tamamen reflekse veya ezbere dayalı bir sisteme dönüştürmesi diyebilirim. Eski nesil oyuncular için quick save/load olayı alışılageldik iken yeni oyuncular için alışılması zor bir durum olabiliyor.
Retrofili değilseniz yada milenyum bebesiyseniz bu oyunu sevmenin imkanı yok. 90'lar başı 80'ler sonu oyuncular için quake yanı güzel bir alternatif.