Should players find themselves on the bad end of a gunshot, their health will quickly go down (as will their overall size). The level design allows various ways to defeat enemies. This room for variety means players of all styles can have fun stalking and wreaking havoc. You can also grab objects and wield them as blunt weapons to knock down enemies, which is especially useful in killing soldiers that love to block you with shields. Players can always just go in through the door, but it’s often much wiser to creep around the perimeter of rooms, looking for small points where the monster can get a tentacle in a snatch somebody. The environments are designed so that you have options for engaging enemies. Humans can also pilot mechs, which are probably the most dangerous enemy for those unprepared. Players will also encounter machine enemies like mounted turrets and drones, which offer their own challenges. Enemies range from normal employees who’ve armed themselves with handguns to soldiers employed to guard the complex, who use automatic guns and energy shields that prevent you from grabbing them from the front. Not everyone enjoys the sight of a giant bloody monster barreling into the room, so players can expect some resistance during their time in the lab complex. Your size reaches grotesque proportions, making traversal more difficult. These control issues can get in the way of the bad messy fun players get up to. This requires you to rearrange yourself completely so the correct end of the monster is facing toward the enemy. Another scenario is when you attempt to sneakily grab a human while sticking your head around a corner, the tentacle comes from the wrong side of the monster, as the “head” you’re peeking out is in fact the backside. So if you go around a corner and try to move up the other side, sometimes you end up going right back up the side you came from. You are tasked with squeezing through small openings and making sharp turns through corners, which become very cumbersome since no matter what direction you are moving in, the front of the monster seems to stay the same. The problem is maneuvering the hulking mass the monster becomes as it grows throughout the game. The controls are easy to understand and master. A quick way to incapacitate human enemies is to eat them, which can be done after grabbing them and letting go of the right stick, allowing them to be dragged slowly to your salivating toothy maw. This is used to activate switches, rip open grates and door, aim certain abilities, and to grab humans. Once aimed, tentacles can grab objects after pressing ZR. Players use the left stick to move and the right stick to aim their tentacles. The core gameplay of Carrion is navigating through the lab areas with your tentacles, sticking to walls and squeezing through caves. The human sequences take you to interesting places. The context for these scenes is unclear until the game is completed. Once entering them, players take control of a group of humans in some kind of vision of a different time and place. In its travels through the laboratory complex, the monster comes upon several large machines. Naturally, the lab is populated with workers, so the monster will have to defend itself and make sure it has the energy to complete the journey ahead of it. Wanting what any young monster wants, it quickly begins to make its escape to sweet freedom. The plot of Carrion is quite simple: players fill the role of a tentacled monster trapped in a subterranean lab that has recently broken from its confinement. In Carrion, you have the opportunity to play as one such captive monster, and humans are what’s on the menu. Too often they are kept cooped-up by curious, ambitious humans. Author André Gide once wrote, “I do not love men: I love what devours them.” Taken literally, this sort of sentiment would no doubt be enthusiastically shared by any monster you’d find in a typical horror movie.
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