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The controls are simple, you don’t have a million different commands to remember (I ran the game on PC) but the controls at times seemed a little unusual. None of what Afterfall requires you to do is overly complicated, and that in itself is extremely refreshing. Even though the tutorials themselves are quick and seamless, the section itself is slow. Unfortunately, things kind of slow down from there as the game takes you through a mandatory tutorial section, whether you need it or not. Within three or four minutes of first loading up the game, you’re playing it. Tokaj – developers decided to ditch the pomp and circumstance and cut right to the chase. There’s not much introduction, save for a little bit of exposition as to set the scene and a quick cutscene to introduce us to Dr. In doing so, there’s something that Tokaj has discovered about them and about himself – that friends are in short supply in Shelter Glory. Tokaj on a regular basis, giving him an insider look into the mental health of the entire shelter. The best (or worst) thing about Confinement Syndrome? No one is completely immune, including the higher-ups.
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Tokaj (pronounced “toke-eye”) who incidentally is the protagonist of the game. The condition is such a bane to their existence that the shelter residents are routinely required to undergo psychological evaluation from the chief psychologist/pharmacologist, Dr. How exactly this affects the everyday lives of people is really unknown but extreme cases are explained in game. You didn’t think they’d be okay with a whole generation of having to fight for survival, did you?Ĭonfinement Syndrome is basically a mental disorder that afflicts people who have been in confined spaces for too long (who would have guessed, right?). In Afterfall is the very real, very damaging psychological disorder known as Confinement Syndrome, and the true viciousness of all those locked outside of the Shelters. However in this universe, gone is relative cohesion between Vault residents and water shortages, all run by a benevolent…ish Overseer. It’s stated even on their website that Afterfall is the product of a strong love for Fallout, and it shows. In our hands-on article, I mentioned that it was clear where the inspiration for Afterfall came from. Because in Vault 101, no one ever enters. It was here you were born, it was here you will die.
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“For on that day, the giant steel door of Vault 101 slid closed…and never re-opened. That bit exposition instantly reminded me of Fallout 3. Enough time has passed that the horror of the surface has faded into memory, with some Shelter residents too young to even remember what the surface is like, or having not experienced it at all. The year is 2035 – the privileged world has taken to underground shelters to escape the nuclear hellfire caused by World War III.
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Afterfall: Insanity is the first production on such a large scale, moving up from an amateur project to full-scale release. However just because Afterfall came from a small team, that doesn’t mean I’ve given it a free pass to suck– I’ve still run the game through its paces. These guys are an independent studio, and Afterfall was funded with help from Nicolas Entertainment Group, a small developer.
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Thanks where it’s due, to the staff for helping me through some of those issues!Īdmittedly, after I played through the demo, I was pleased and hopeful for the full release, but I had a nagging doubt that it wasn’t going to live up to my expectations. Intoxicate Studios brings together young creators who have a real passion and dedication. They were issues with my PC, and it’s nothing that you should be worried about, but it almost caused me to give up on this entire thing out of sheer frustration. Even though I enjoyed playing through the demo and had pretty high hopes for it, technical issues caused me to lose far more time than I even care to admit on it.
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I’ve got a bit of a confession to make I almost gave up on Afterfall: Insanity.