So you start out with 100% unhampered free movement, but that's because you're role-playing as the horror movie monster that the camera never gets a proper look at, lest the viewer notice that the prop department threw it together out of chamois leathers and tinned beetroot, and you need to be able to rapidly cram yourself down the nearest vent the moment your bipedal breakfast burritos pull out the flamethrowers. ![]() ![]() But movement looks a lot more complicated than it is Harold throws out tentacles to pull himself around, but he does it with such efficiency that all we're really doing is pushing in a direction to go in that direction, and it's about as complex and nuanced as using a giant sticky blood-smeared mouse pointer. Harold squelches and flutters around the various samey industrial environments like a pile of wet laundry descending a staircase, and it feels as viscerally satisfying as peeling dried glue off your hands. I guess we have to call it something let's go with "Harold". There's something hypnotic about the animation of what I hesitate to call the main character. So let's have one of our double-bills, starting with Carrion, a rather unique pixel-art Metroidvania that asks the question, "What if Prototype, but the main character didn't even keep up the pretense of being a human, and just lolloped around the environment as a great big cloud of teeth and pancreases, acquiring upgrades as you go that allow you to carry on into new areas, turning all the humans you find into carry-out?" ![]() Nothing better than a nice, fresh, hot indie game, except perhaps TWO nice, fresh, hot indie games standing on top of each other and putting on a big coat to sneak into a bar. This week on Zero Punctuation, Yahtzee reviews Carrion and Beyond a Steel Sky.
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