Edge of Sanity – Game Review

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Edge of Sanity is the newest survival horror game from Vixa Gamesan indie game development team from Poland.

The game mixes a bit of mystery with the inclusion of Lovecraftian horror elements, quite similar to the style of the series. Darkest Dungeoncombined with elements such as adventure and resource management typical of survival and horror games.

But whether, Edge of Sanity Is it really strong enough to conquer players?

Let's explore with MarkGame through the following article!

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MYSTIC ELEMENTS, SPECIAL SURVIVAL

Edge of Sanity The player takes on the role of Carter, a supply officer for the PRISM organization. He was suddenly trapped in a dark experimental facility, at the same time facing a series of strange creatures, ready to attack anyone.

The player's main task is to find other survivors and escape from here with them.

Overall, the most unique point Edge of Sanity What brings is the dark level design along with a chilling, cold atmosphere. From blood-filled laboratories to pristine jungles, it is easy to imbue the player with a feeling of fear, especially when the character moves in dark corners, where monsters often wait. basket” you.

Furthermore, sometimes the game takes you to rooms full of corpses or messy areas, with strange giant test tubes, suggesting that there is some ferocious creature lurking around, warns players to be careful, if they don't want to become their next victim.

Edge of Sanity offers survival gameplay, combining familiar resource management elements, often seen in horror action games like the Resident Evil good Dead Risingwhere players will have to scavenge resources throughout the adventure. However, the difference here is internal Edge of Sanityyou only start the game with a lantern, the rest of the defense equipment or weapons you have to pick up throughout the levels.

In the beginning, you will only have a few rocks or traps to defend yourself, so most of the time the player can only sneak past the monsters. Not to mention, the player also has to sneak past quickly, because standing close to monsters will cause Carter's sanity level to gradually decrease, leading to very annoying effects later.

Later, the amount of equipment stored will be more, the weapons will also be stronger, but in return, the monsters will become more difficult to destroy and their numbers will be larger, so the player will easily be forced into a corner, or even Even being knocked out with just a few punches.

Edge of Sanity

But in general, most of the game's confrontations are not too difficult, or sometimes you can sneak through without having to use weapons, so resource management is also relatively “easy”. , even quite abundant at the end of the game if the player calculates how to use them properly.

The most unique point Edge of Sanity What brings is the dark level design, accompanied by a chilling, cold atmosphere

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Edge of Sanity

FUZZY MECHANISM

Edge of Sanity Possesses a fairly stable adventure game, the survival element combined with resource management is quite well designed. However, many other factors, typically the base management part of the game, have quite boring and unimaginative gameplay.

The base management game will take place after Carter's adventures, where you can send the characters you save to do chores like… cooking or collecting water in the camp, or even send them out. Go explore to find crafting materials.

But apart from the factors just mentioned, this mechanism is almost nothing special, everything is repeated throughout the levels.

Edge of Sanity

Sometimes the game also inserts sudden events such as an injured character, or a thief stealing things in the camp, but it doesn't have much impact, the main problem is that you will have to spend more time to find it yourself. The missing resources, instead of doing tasks related to the story line, make the experience gradually become boring and dull later on.

Next is the branching dialogue mechanism that the game offers, basically when the player interacts with other characters, you will be able to choose between two lines of dialogue to respond to them. It's not new but most of them don't do this mechanic well, for example Skull and Bonesthe dialogue mechanism is just a true/false question and can only change a few of the character's statements. No matter how you choose, they all lead to the same outcome, almost worthless. What's in the game?

And main Edge of Sanity also made the same mistake, nothing seems to change no matter what you choose, they don't have the effect of “accentuating” or increasing the climax of the game, nor do they bring any significant changes. in the story line. So going through conversations between characters feels quite boring.

Edge of Sanity

In addition to the factors mentioned above, Edge of Sanity There are also a series of small problems such as cumbersome control mechanisms, too weak puzzle elements, mainly to “buy time” by forcing players to return to old areas to find clues and monsters in the game. The game is also quite “dumb”, sometimes they only chase you halfway and then leave, other times they appear right in front of the door you just entered, making it impossible for the player to react!

The base management part of the game has quite boring and unimaginative gameplay



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