September Live Magazine

Page 68

The story in Horus Station is

of Horus Station, thanks to a clever

bewilderingly — vague. An astronaut

extend a hand by pressing up on

purposefully — and sometimes

wakes up on the Horus space station after a catastrophic event. Sections

of the installation have broken apart, entire areas are on lockdown, and hostile security robots run amok.

As the nameless, faceless hero pulls the station back together, destroys

rampaging robots, and re-engages

control scheme where players can

the left control stick, grasp a nearby bulkhead or console, and launch

forward simply by releasing the stick. At first, it’s a bit daunting, but after a

few minutes it becomes a responsive, liberating experience — even better, ostensibly, in the optional VR mode.

a host of deactivated systems,

Shooting is worthwhile also, mainly

its extraterrestrial purpose comes

arsenal of firearms. Among them: an

more information about Horus and into view. Even so, that “more”

information is, by the end of the adventure, insufficient.

Developer 3rd Eye Studios deserves much respect for opting for

environmental storytelling in its zerogravity thriller, and in the process

skipping cinematic cut-scenes, but the game’s vagueness come at a

price: an often incomprehensible

storyline that leaves the player with a nagging question by the time

the end credits roll — did I miss something?

As you decipher the game’s abstruse story, you’ll explore the multi-

chambered station in zero-g, fight off murderous robots, and solve

a few simple puzzles. Navigation

without gravity is the principal joy

because of a surprisingly diverse

introductory pea-shooter, a semiauto pistol, a scattershot gun, a

sniper weapon, and several more.

Players can equip weapons in either

the right or left hand (the same goes

for a hookshot device and a portable

motor, which make mid-air navigation easier). While Horus Station’s armory and shooting mechanics are solid,

its enemy encounters are decidedly

less impressive. The same rival robots appear again and again, and attack in similar patterns. Basically, if you

unholster your weapon early, you’re likely to win. If the floating foes fire

first, it’s probably game over — which means a quick reset at a nearby

checkpoint, with all your progress

intact. Overall, firefights aren’t nearly tactical enough and fall on the repetitive side.


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