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Published by: Got Game Entertainment |
Penumbra: Overture - Game Review (PC)
By Flaviu Volosciuc
Published: May 21, 2007
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Dynamics
If the quality of the story is somewhere under my expectations, the gameplay ruled by the Newton Game Dynamics engine is at its best. You can manipulate almost every object in the game and all the puzzles are based on these mechanics. For example you have to exit an excavation, and the only way to do this is to climb on the roof of it. You start searching the area and find half of a ladder which is not long enough, but maybe you can use it somehow. Then you will place one box and jump on it to reach higher the exit. You will place the half ladder, then place another box over the first one and voila, your free to exit. This manipulating system has also its bad things. For example the combat mode is using the same manipulating system. If you are attacked by a mad dog, in general you will pick up the pickaxe and move the mouse from left to right or vice versa in order to imitate the hitting gesture. In the combat mode, your hands will move freely without affecting the movement of the character which is not good. The idea is that you cannot strafe in this moments, or change the angle of your view. So you are more like a target in these moments. You will have to reload the game many times when you will try to fight the enemy. My advise is to run and hide as long as you can. If you known how to use the maps scattered across the mine, you can avoid the enemy (especially the dogs) by running in the correct direction at the correct timing. Why correct timing? Because every enemy always uses the same patrolling route. So if you played Splinter Cell or Thief, you can use the same tactics of sneaking present there. Dogs are attracted by light and sound, while spiders by movement. So pay attention to every step you make. Phillip has an ability which you will use quite frequently. When you crouch, Phillip goes almost invisible, entering into a stealth position, while your vision is improving.
But if you are staring too much to an enemy, Phillip will get scared and will come out of that position becoming vulnerable. Some of the reviewers said that there are some moments where you have nothing else to choose but to fight. It's false. I didn't kill any enemy in the whole game and I managed to end it. You just have to pay attention to the location of the enemy and the direct route to the next checkpoint. There is also an inventory at your disposal, where you will carry surviving objects like lantern, flares, batteries, painkillers, meat, pickaxe, screwdriver, etc. Being in a desperate search for the light, you need to use different objects to see around you. I personally used the glowstick which never goes off, and its green light it's sufficient to see all the details around you.
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| GC: Reachin Technologies & Frictional Games announces the release of HaptXTM enabled version of Penumbra: Overture - Episode One August 24, 2007 Reachin Technologies and Frictional Games announces the release of the HaptX enabled version of Penumbra: Overture - Episode 1. Penumbra: Overture is a first person adventure game which focuses on story, immersion and puzzles. Instead of using violence to progress the player has to use his/her wits to guide the main character Philip on his quest to unravel the past. HaptX is a state-of-the art Haptics Engine, enabling the game player to actually feel and physically interact with the game environment and everything that he or she sees on screen.
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| Penumbra Overture January 16, 2007 Frictional Games really did it. Their project will become a commercial release. [...] |














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