

As an escaped entity of unknown origin, you piece together the story behind the facility you’re trapped in by way of entering strange portals that briefly let you take control of a human character. This isn’t helped by Carrion‘s intriguing but threadbare plot. Though it’s a short game at 4–5 hours long, it still has way too much repetition stuffed into it. While it is initially invigorating to basically assume the Xenomorph’s role aboard the Nostromo, this eventually gives way to tedium as you carry out the same tasks over and over again. You’ll open a doorway here, chew on a human there, but ultimately you’re happily grappling through areas as you make your escape. This causes your time as the monstrous blob to become swiftly repetitive.
#CARRION XBOX SERIES#
With its movement limited to pushing an analog stick in a direction, you’re basically an unstoppable force meeting a series of very movable and definitely edible objects. Later areas are a little more taxing, but Carrion never puts too many hurdles in front of you as you hurtle from A to B. There’s a bunch of cannon fodder to chew on, too, who won’t put up much of a fight but will make you feel like a big scary blob. Enemy types are limited, with the majority being men with guns and shields. There is some degree of back-and-forth between areas, but I rarely struggled with navigating my way around, and each area typically contains a brief lever and door puzzle or a handful of enemies. Unlike most Metroidvania games, Carrion doesn’t let you access a map. But while remaining super powerful from beginning to end is a lot of fun, developer Phobia Game Studio struggles when it comes to providing a challenge. There are plenty of games that let players fulfill a power fantasy, but not many allow you to do so as a monstrous red ball locked in an SCP Foundation-esque containment facility. As you progress, more abilities will be unlocked, with its late-game skills making you nigh-on unstoppable. When you’re larger, you’ll use your increased strength to barge through certain doors. When you are smaller, you’ll be able to use your thinner tentacles to grab out-of-reach levers. Rather than you growing so big that you can’t be contained, Carrion instead uses the monster’s size to grant it different abilities. However, there remains a limit to the size that the monster can grow, and you hit this limit early on. I had assumed that all this eating would lead to the monster eventually growing uncontrollably large, sort of like a vulgar Katamari Damacy ball but with human flesh rather than staples and lampposts. Combat is similarly simple - the monster grabs humans with its tentacles, and you use the analog stick to fling them into its awful mouth.

This means that there are no tight jumps to worry about, as you instead grapple from walls and swiftly lunge into new areas. Carrion‘s nameless monster navigates each area by way of attaching itself to the walls.
