KARMA: The Dark World

KARMA: The Dark World

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Demo feedback: This is not a game
The game looks gorgeous, the story mysterious, but what can you do when gameplay-wise it's a tragedy.

I haven't felt as disengaged with a game as I did with KARMA in a long time. The whole game is just a bunch of slow cutscenes connected by a series of primitive, unfunny actions (press this, fetch that, open the door over there). The terrible rigidity makes me not care about the protagonist or the plot. When a monster is chasing me, I'm not afraid because it's painfully obvious how scripted it is and where I'm supposed to go.

It could be a great book or movie, but not a game. All the game interactions here feel like a hindrance. I don't feel like I'm accomplishing anything. In fact, I actually feel insulted. The developers hold my hand tightly the whole time because they probably think I can't think for myself. Games shouldn't be like this.
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Showing 1-15 of 24 comments
Steve  [developer] Mar 23 @ 10:30am 
Thank you for taking the time to share your thoughts on KARMA. We appreciate your honesty and feedback.
You've probably never played a walking simulator or something similar? It would probably work as a book or movie, but a game offers advantages here. For example, the scene where I have to stamp the papers. It feels completely different when I basically have to do it myself. I can perfectly empathize with the character. And that's what the story is about: putting yourself in the shoes of others and their thoughts. I don't think you can convey that as well in a book or movie.

But that's okay, not everyone has to like every game or genre. It's just weird to claim it's not a game or to feel insulted because you don't like it.
Last edited by Grimshock; Mar 23 @ 2:44pm
Dlaha Mar 23 @ 4:15pm 
Good point, you got me thinking. I do enjoy walking simulators. My main concern with KARMA is probably the moments when it takes control away from me. And that it happens too often. For me, this goes against the philosophy of walking simulators, as these games should aim to maximize immersion, allowing you to wander and explore on your own terms. Here I felt like a mere observer for most of the game.
It would help a lot if the game didn't take away my camera control during cutscenes. If the video presentation was made into slides that I could control, if all the doors didn't close right behind me, forcing me to just walk forward... those little things that make you feel like an actual person in the game world. And of course if the monster encounters were not just about running down a corridor - even unbeatable monsters can be fun (Frictional games are a good example).

Overall, I really like KARMA's themes, aesthetics, and potential. That's why I'm giving my feedback (maybe too harshly). Because this looks like something for me, but I cannot force myself to enjoy playing it.
Steve  [developer] Mar 23 @ 5:37pm 
Originally posted by Dlaha:
Good point, you got me thinking. I do enjoy walking simulators. My main concern with KARMA is probably the moments when it takes control away from me. And that it happens too often. For me, this goes against the philosophy of walking simulators, as these games should aim to maximize immersion, allowing you to wander and explore on your own terms. Here I felt like a mere observer for most of the game.
It would help a lot if the game didn't take away my camera control during cutscenes. If the video presentation was made into slides that I could control, if all the doors didn't close right behind me, forcing me to just walk forward... those little things that make you feel like an actual person in the game world. And of course if the monster encounters were not just about running down a corridor - even unbeatable monsters can be fun (Frictional games are a good example).

Overall, I really like KARMA's themes, aesthetics, and potential. That's why I'm giving my feedback (maybe too harshly). Because this looks like something for me, but I cannot force myself to enjoy playing it.
This Thursday you can play the full game.
@Dlaha
While I very much like, even prefer, KARMA's cinematic, linear presentation, I now better understand your arguments for not doing so, so thank you for the clarification. It's true that the exploration and sense of ominous, terrifying threat is somewhat lacking here compared to other titles, at least in the demo.
However, on the steam page the developers describe their game as a psychological thriller, a cinematic interactive story, not specifically as a horror game, so they maybe had a different focus than what you expected from KARMA. That's why your statement that it's not a "real" game felt a bit unfair to me.

I know what it's like when you really want to like a game, but it just doesn't click. That's doubly disappointing. Hope you enjoy your next game!

Originally posted by Steve:
This Thursday you can play the full game.

I’m looking forward to it and wish you a successful launch!
Last edited by Grimshock; Mar 24 @ 9:18am
Ok blud
spreyz Mar 25 @ 7:53pm 
not all games need to revolve around parrying or dodging something, It can be tight chase sections, quick thinking and puzzles which are other types off difficulty. Games are a way to experience something in a different manner, if you don't want that just watch a movie, judging a game form a 30 minute demo is weird, if you don't like what it offered that's totally fine, but don't tell devs this shouldn't me made... weirrrrd, you aren't the only person on the world.
I highly enjoyed the demo, just for the art, atmosphere and story premise.
Last edited by spreyz; Mar 25 @ 7:58pm
AaRoZ EzIo Mar 26 @ 12:12am 
Love the demo where you played as the protagonist but in the perspective of one of the investigated person that he wants to help using the headset peripheral to dive into their minds. His determination to find out the real truth makes me want to know more about the actual plot in the full game. Maybe we will never see The Evil Within 3 but at least this high quality indie will going have to do for now.
Rayza Mar 26 @ 3:33pm 
There's many good games in this style and it's clear what genre it is from the games page. Not sure what this post is hoping to achieve.
Last edited by Rayza; Mar 26 @ 3:33pm
Dlaha Mar 27 @ 12:43am 
Originally posted by Rayza:
There's many good games in this style and it's clear what genre it is from the games page. Not sure what this post is hoping to achieve.
Yes, it is partly my fault. "Cinematic walking simulator" gives some hints, but I was still stunned by the sheer amount of cutscenes, non-interactive sequences, and linear corridors. Most walking simulators I have played tend to give the player much more space to explore, Gone Home being a prime example.
The goal of this post was to give another point of view on the game and what some player expectations might be. And maybe to get some insight from the developers to know if the gameplay will change in later parts or if the whole game will be like the demo. There are some hints that suggest that the game will be more interactive later on.
In the end, this post made me decide that this really isn't for me. And gave me some insight into what players other than me expect from games. The discussion was civil and pleasant, and I enjoyed it.
Cthoolhoo Mar 27 @ 10:57am 
not much gameplay, just a surreal wandering around, the memory diving is painfully slow and boring, a balderdash of scenes
Last edited by Cthoolhoo; Mar 28 @ 12:48pm
It's Just A Boring Walking/Run Simulator With ♥♥♥♥ Story & Few Weak "Riddles" Like In The Room 🤦‍♂️ It Has Scorn Museum Vibes Mostly 😴 Worth Maximal 10$ (1 Cinema Ticket 👍 Because It Has More CutScenes Than Game Self 😑)

Don't Play The DEMO 💯It Skip The Whole Act I WTF 🤨🤷‍♂️
Last edited by ThePolishJoker; Mar 27 @ 5:06pm
Xeirus Mar 28 @ 8:42am 
Played for about 20 mins and out of that entire time I was able to move my character for a total of 60 seconds. It's toooo slow.
Dlaha Mar 28 @ 9:01am 
I started watching the full walkthrough on YT and must say it works much better as a movie. Gone is the frustration of holding the controller for no reason and waiting for the clip to end. And I can skip the most monotonous sequences.

As for the demo, that weird cut to the later part of the game didn't help either.

However, it is clear that the game has its player base and not a small one. The numbers of concurrent players are very nice. Congratulations for the successful release.
Blackdragon Mar 28 @ 2:50pm 
2
Originally posted by Dlaha:
The whole game is just a bunch of slow cutscenes connected by a series of primitive, unfunny actions (press this, fetch that, open the door over there). The terrible rigidity makes me not care about the protagonist or the plot. When a monster is chasing me, I'm not afraid because it's painfully obvious how scripted it is and where I'm supposed to go.

...All the game interactions here feel like a hindrance. I don't feel like I'm accomplishing anything. In fact, I actually feel insulted. The developers hold my hand tightly the whole time because they probably think I can't think for myself. Games shouldn't be like this.

Because it's not a game. Like so many modern "entertainment products", actually making an entertaining GAME product was the furthest from the creators' mind, it seems.

What it is, really:

1) A propaganda piece (first and foremost).

2) A way for the developers to scratch their ego as "writers" (secondary goal).

It's propaganda because it's crapping all over the German Democratic Republic, which as a state entity no longer exists to defend itself, and whose former citizens are oppressed and shut down by the current German (European actually) regime. The entire base premise of the game is laughable, as it is common knowledge that drug use and associated criminality proliferated in East Germany after the fall of the Berlin Wall, not before.

It's also propaganda because like so many of modern "oeuvres" it is a bleak, pessimistic, viscerally disgusting, mentally disturbing (and disturbed) piece of "art" aimed at demoralisation of the population.

The fact that the player has almost zero control over the events in this game, and can only either be dragged along the narrowly railroaded narrative by the authors' iron grip, or ignobly "lose the game", serves to drive this point home. You have no power, no agency, no influence over the events. It's a Clockwork Orange-esque "Ludovico technique" where your role is to sit still and consume the (propagandistic) content you are being fed.

It is really sad and alarming how many "games" (and "movies", and "TV shows", and other media) are like this. 1984, indeed.
Last edited by Blackdragon; Mar 28 @ 2:52pm
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