Total Chaos

Total Chaos

First time hearing about this and trying it
So, apparently this used to be a Doom mod? I had no idea, so I'm just going to approach it from a general horror game perspective.

What I liked:
- The audio ambiance is really good. Definitely taking cues from Silent Hill, which is the game that did it best.
- The environments and general atmosphere are also very eerie and well done.
- This may have been me messing around with the boxes too much, but the build up of a combat tutorial and then taking away your weapon when all signs point to an encounter is a nice touch!

What I didn't like:
- As much tension as the environments built up and gave a feeling of dread, that feeling disappeared with the very first enemy we encounter. It was too humanoid with no disturbing elements to it whatsoever. (Now that I know this was a Doom mod, I guess that's why.)
- This needs a map. At the very least, one that gets drawn in as you explore.
- Let us pick up the glow sticks, for crying out loud! Yeah, darkness is a horror element, but there are genuinely pitch black corridors where just having a small field of light in hand would actually make it scarier than blindly moving until you hit a wall.
- The game should be paused when we open the inventory or add quick slots for using items. Maybe I did it wrong, but getting hit with bleeding while having to run away from a monster for a decent stretch (without a map) feels really bad.

General comments:
- The story is a little weird. It starts with us getting stranded, then knowing someone's there who might need help and immediately turns into there being something we want to find? That's very out of nowhere.
- In the same line, being immediately told "this place has a sickness" takes away a lot of the mystery about it.
- More typical modern game lack of optimization. I've grown numb to it, but it's annoying to keep switching options from low to medium to high with no real gain in frames whatsoever.
Last edited by DStrafe; Feb 28 @ 1:08am
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I definitely recall seeing a map on some wall. Maybe a map of a single level, or something. Are you talking about the map like a part of UI, an interactive map?

Agree with pitch black darkness. Not that you have to move through a lot of these kinds of places, but some people might get lost in a smallest room.

The fact that you can run away from enemies and use your inventory at the same time is a very cool thing, in my opinion. Most lvls are build with long corridors, so you do have time to open your bag and quickly use something from it by pressing the second mouse key on the run.

"this place has a sickness" - it's very abstractive. Evil forces? Mind sickness? Body? All at the same time? It still stays a mystery.
as someone that played the original mod i can tell you rn that the guy talking to you on the radio is a bit "unreliable" so don't come to any conclusions just yet (: as for the first enemy design, brutes are fodder and aren't really meant to be that scary there's a large variety of enemies in the original mod and most of them have some bizarre designs so i wouldn't worry about it to much. especially if you played far enough in this demo to encounter the "hole" area.
First weapon is purposely low durability to teach you about durability (which leads to crafting) in the first place as well as get you used to movement by forcing you to dodge and weave through the next few encounters. Each weapon you make post this will have full durability and much more reliability in combat.

The first enemies you find being more humanoid are no less horror-esque than something akin to Zombies in games like RE. However the enemies do get far more mutant like. Second enemy you find in this demo (and the original) are ghostlike electric beings - then come the longlegs which are also in the demo. It only gets worse (as in more horror-esque, so better) from there.

You will be able to find flares which may be necessary for some areas as well as finding some secrets, if it's anything like the original.

The narrator in this game as stated above isn't the most reliable, and this may or may not be important for how the game ends (I know from the OG but won't spoil things here). I suggest on release turning the old voice back on instead of the new voice actor (currently locked in audio options). It's much better and fits more with the twisted, otherworldy world especially as it gets revealed later.

The story is okay, not some amazing story but a cool vehicle for the island location and what it comes to represent. Psychological horror stuff.

There are quick slots for using items. No pause sets up preparation prior to encounters especially in followup playthroughs. Best advice, don't progress around too many corners, nor pick up things like keys, without being prepared first. Well fed, good durability weapon or two, etc. If it's like the OG there will be many Doom-like triggers on picking up key items and some monster closets as well.

Map will likely not be added, aside from wall maps you find in certain areas. To be honest, they're not really needed as you explore more, the levels begin to wind back into themselves as you explore and eventually you will memorize the areas similar to traditional Doom maps. It works, but it's uncomfortable at first and that may be on purpose.

The game was originally intended to be made using UE5 but prior to the demo was switched to Unity for various reasons, so optimization was somewhat reset.
Last edited by Ǵ̶͓̂͑lí̴̤̀̄́tcĥ̸; Mar 2 @ 4:19pm
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