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(This review examines the Extended Edition version of the game)Post-apocalyptic scenarios are not uncommon to games. Images of wastelands and destroyed cities are easy to conjure and most look nearly identical. Afterfall Insanity follows this tradition with a tale of humanity decimated through its own carelessness. In the form of a survival horror game, this title by Intoxicate Games seeks to make its mark on what may be the best attempt at both of paths.Afterfall Insanity has quite the backstory. In an alternate history that takes place in the year 2035, where Hitler managed to create a nuclear weapon that won World War 2 and started a cold war between the US and Russia, a new super bomb is created that creates an apocalypse and now everyone lives in underground shelters (like in Fallout). Actually, the game has so much Fallout in it that its structure can best be described as someone taking Dead Space and shoving it into the Fallout universe. The game sadly is executed as poorly as that sounds.The game's main plot concerns Albert Tokaj, a psychologist who lives among the other residents of the 'Glory' shelter.
He is a grumpy, balding fellow, suffering from symptoms of confinement syndrome (a mental disorder that can affect shelter dwellers). Strangely he is chosen to come along with a security detail to investigate some problems with workers in the lower and more poorly lit areas of the shelter. Consequently he finds himself in a full-blown Dead Space scenario with infected monster people and little ammunition. His adventure takes him through the shelter and to the surface beyond where he will encounter all types of enemies.
(including his own MIND!)This world needs a hero!This game strives to be a psychological game, underneath its horror surface. The story contains dubious realities and perspectives as well as plot twists, twists that are trite, predicable, or just plain odd, and not in the way that compels a replay. The plot is also hard to follow, thanks to tons of implied backstory (more of which is available ) and one-use terms.
The plot is even more undermined by the game insisting that every plot point is significant, but the player often finds them not. It is unclear what motivates Tokaj to pursue the villain and there is no mention of any sort of stakes. Sometimes this method is intentional to thrill the audience. Instead, it feels more like misleading for misleading's sake, and some pure ineptitude.While the story is probably the game's most prominent feature, there is gameplay that occupies the space in between. It is almost completely a clone of Dead Space, without any sort of upgrading or purchasing systems.
The world is viewed from Tokaj's shoulder for both travel and combat. There are only a few weapons and are just the basics: pistols, shotguns, and a single assault rifle.
The weapons have little depth and encounters are very repetitive. Enemies on normal difficulty drop with only a few shots and run straight at the player when they spawn. The majority of the enemies are melee with a few scattered human soldiers who have various reasons to attack Tokaj. There are a few flying and exploding enemies as well as some bosses towards the end of the 6 hour campaign but none are particularly interesting.The game does feature many melee weapons and a very awkward melee system. Small pipes and other objects can be used on enemies as well as the abundant fireaxes and an occasional sledgehammer. However, despite their simple charging AI, most enemies tend to stop just OUTSIDE of melee range which is frustrating at first and exasperatingly uninteresting later. Still, melee is a good way to save ammo.I'm going to go punch that monster.Non-combat gameplay comes in the form of puzzles that are mostly just copies from other games.
There is an alternating switches puzzle, a car in traffic puzzle, and a hacking minigame which is just key memorization. There is one clever puzzle that involves moving coolant in tanks, but the oppressive time limit makes the puzzle more frustrating than interesting.Being that it is a horror game, there is a mechanic known as Fearlock, which occurs whenever Tokaj sees something scary, like an exploding pipe. When this occurs, the screen shakes and aiming becomes more difficult.
These times are few and far between and are very poorly implemented. Not only are the events completely un-thrilling, but they are often obscured by poor level design which fails to command the player's attention to the appropriate area. There is a 'look at this' key which points the camera at important events, but I don't recall a time when this and the Fearlock system were used together. In fact, there are also few times when Fearlock and ENEMIES are together which makes the whole thing anticlimactic.While the gameplay and story seem poorly executed, the same cannot be said of its environments. Clearly there is skilled craftsmanship at work here, as the levels are very well constructed in terms of visuals. The art direction for the first areas may be uninspired with the played-out industrial theme, but surface areas and enemies are great.
The human soldiers have neat little wings on their suits and the bosses are interesting to behold while the fights drag on. The animations are pretty rough with simple movements and a truly horrible damage flinch that afflicts human enemies.
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Character faces are also very mannequin-like with odd movements and collars which have no back-faces.In the future we will all wear tires.The sound design gets the job done with good ambience and weapon sound effects. Many times the 'something scary' music plays when there is no obvious threat but I put this issue on the level design instead of the audio. What cannot be overlooked is the horrible voice acting. The dialogue is terrible and most character are unnecessarily verbose. However, the way the words are uttered is incredibly grating on the ears; emphasis and emotion are often completely wrong and different characters seem to disagree on how to pronounce names. Often this dialogue is in the form of cutscenes which when combined with the poor characters models and animations make for an unpleasant affair.Overall this is a very rough game to play. Its gameplay is simplistic and uninteresting while its story is convoluted.
Only its environments are truly praiseworthy. Still, I found myself interested in the story out of mere curiosity, and since the gameplay was so simple, I was able to just go through the motions to reach the next plot point or event and I was interested to see what the writer's would do next. I didn't care about the characters, only what sort of weird thing would happen next. This certainly won't appeal to most players so I can only recommend this to those with a sort of morbid curiosity.
It's a shame to be honest, since it seems that the developers have big plans for this universe. I can only hope that future installments are done with more proficiency.No! HACK the computer!
Not a whole lot is know about this Survival Horror game called Afterall: Insanity other then the genre of the game itself. It will be available for the PC worldwide this November and it will hit consoles shortly after. Let us hope for a good port, if you are a console gamer as the screen shots look pretty cool as well as the above trailer. This is no doubt an under the radar game, as it has not seen too much promotion considering it is not to far from launch and not too many people know about it.
The game will use the Unreal 3 engine and is set in a post-apocalyptic future.surprise! Afterall: Insainty is set in the year 2032, 20 years after the end of World War III, after a nuclear holocaust has taken place with everyone living underground in large cities. You take on the role of a psychologist named Adam, where you work with a team of medical scientists in charge of monitoring fugitives mental stability.
Things take a left turn sooner or later and being in third person only adds to the survival-horror theme. With so little out there on the game, I have posted a ton of more info below as well as a press release. You can check out the teaser trailer here and a few screen shots below. On the fifth day of creation god created. Official Site.
Following the World War II and its inconclusive outcome, the world’s most powerful superpowers signed a series of treats, that were thought to secure long lasting peace for mankind. Despite all the assurances of amity and cooperation, past grudges remained. The dawn of the XXI century saw the world seemingly united, even under the banner of organizations like NATO. But at heart, the world was divided – the status quo retained solely by fear of nuclear power. A Global Cold War lasted for 67 years, resulting in an unprecedented arms race and the development of advanced defensive measures – such as Project “Afterfall” in the Polish Republic.Military research on proton accelerators commenced by the Fourth Reich, resulted in the creation of a new generation of WMDs – the fusion bomb, weapon of unsurpassed destructive power, that made traditional nuclear warheads look like cherry bombs.On the twenty first of December 2012, a plane codenamed Flight 826 was to transport a shipment of this new explosive material, known as “Entropy” to the Spanish wastelands in order to tests its potential. The plane never reached its destination; it plummeted into the English Channel. The specifics of the incident are unknown, though rumors ranged – from technical malfunction, to it being shot down by RAF or an unsuccessful hijack attempt by the IRA. Whatever the cause, the crash resulted in the most powerful explosion to date. The Benelux countries were eviscerated in an instant, the blast reaching as far as Northern France and South-Western England. However, before fire consumed Western Europe, military warning systems went off and fingers on the buttons got twitchy. Conventional and nuclear missiles launched into the air, headed for strategic targets across the globe. The III World War erupted and came to an end before even a single soldier took up arms. There were no victors.
When the sirens started wailing across the Polish Republic, military and government officials knew that only one hope remained – a secret network of Shelters built under Project Afterfall. Civilians fled towards military installations for safety. But not everyone made it in. The unlucky ones could only watch helplessly as the reinforced doors of the Shelters closed, condemning them to a quick death in the nuclear fire or the slow agony of radiation sickness.
Game Press Release
Highly Anticipated Afterfall: InSanity From Nicolas Games Coming this November to Windows PC
Survival-horror-action game will cause an adrenaline rush in fans and newcomers to the genre alike.
San Francisco, USA and Katowice, Poland, September 26, 2011 – Games publisher Nicolas Games and developer Nicolas Intoxicate today announced that the long awaited and highly anticipated Afterfall: InSanity will be released on Windows PCs worldwide this November. Afterfall: InSanity is a third person perspective shooter built on Unreal-3 engine where players will face horrible mutants, bloodthirsty mercenaries as well as a range of other threats, in the fight for human existence.
‘Afterfall’ means, that the game takes place in the Afterfall universe, an alternate version of history since the Second World War. ‘InSanity’ refers to the shocking events that occur in the year 2032. The game tells the hair-raising tale of Albert Tokaj, a psychiatrist trying to uncover who is responsible for the horrible Confinement Syndrome. The story is told in an unrivaled intensity. The intricate plot, propelled by unpredictable events, story twists and narrative nuances are coupled with breathtaking graphics. Thanks to the latest Unreal engine, Afterfall: InSanity is full of stunning effects and skillfully crafted levels, which further creates a dark and coherent atmosphere.
It is 2032 – 20 years after the end of World War III. To survive the nuclear holocaust, humankind fled from the contaminated surface to find safety in vast bunkers, cities created deep underground. Decaying shelters and hideaways set the stage in mankind’s struggle for survival where they battle horrible mutants, bloodthirsty mercenaries and other threats.
In Afterfall: InSanity you won’t only face the aftermath of the nuclear fallout, but also the dark shadows of the past in the role of the mysterious psychologist Albert. As Albert, the player will be part of a team of medical scientists in charge of monitoring the fugitives’ mental stability. If Albert does not confront his greatest weaknesses and deepest fears, he will not survive the claustrophobic depths of the underground from which there is no escape and where the darkness hides more secrets than simply the growing madness of its inhabitants. Defy everything that’s in your way to solve the horrible secrets that exists in the dark.
Features:
- Detailed and extensive environments set in post-apocalyptic versions of real-world locations
- Expansive levels with giant cities, tunnels, bunkers and deep mines
- An exciting and rich story with unexpected twists and turns in the dark world of Afterfall
- Extensive weapons arsenal with myriad types of opponents for thrilling cinematic close and long-range combat
- Dramatic soundtrack further enhancing the dark atmosphere sure to evoke goose bumps and enhancing the tension
- State-of-the-art effects thanks to the newest Unreal-Engine 3
Windows PC version of Afterfall: InSanity will be available world wide in November 2011. The game will be ported to other platforms soon after. For more information see http://www.afterfall-universe.com
About the creators
Intoxicate Studios
Intoxicate Studios is a small studio of ambitious young people (from 20 to 40 strong) who with great dedication and determination have worked for years to create the Afterfall universe. Thanks to the opportunity given by NEG, they could create their dream project in a fully professional environment.
Located in Katowice, Intoxicate Studios remains an independent development house.
Nicolas Entertainment Group
Nicolas Games opened its doors in 2004 as a small distributor of mainly niche games (adventure and strategy games for hardcore players). However, among its many published games were also such hits as the Runaway series, Half-Life 2 and Sins of the Solar Empire.
In 2009 NG took Intoxicate Studios under its wing in their efforts of creating the precursor to Afterfall. Nicolas Intoxicate was given a free hand and funds for a new project which was realized in April 2010 and was announced as Afterfall: InSanity – an action horror game based on the Unreal 3 engine. We’re striving to prove that the creation of a great game by a small studio without extensive past experience is in fact possible. You will be able to enjoy the fruits of this labor in November 2011, when Afterfall: InSanity will be released to the world.