We're at a point where horror games have started to fall under a very specific umbrella, especially on the PC. There are still games like The Evil Within, where limited combat is present, but for the most part, we're getting games like Alien: Isolation and Outlast, where you are helpless except for a few defensive maneuvers. It seems that these games should start employing procedural generation to make things unpredictable, but so far, the only one to do so, Daylight, was saddled with lackluster gameplay. Monstrum aims to successfully marry procedural generation and horror, and as we see from the Early Access release, there's potential here.
You play as an anonymous sailor aboard what looks like a run-down shipping vessel. You have no idea what's going on, but you realize that you've barricaded yourself in a room. After opening the door and picking up the flashlight, you also realize that you're not alone. As you hear the movements of what you imagine is some kind of monster, you navigate the vessel, finding anything you can along the way while also searching for a way to escape a ship that's stranded in the middle of the ocean.
Monstrum is about tension, not jump scares. There's only one monster chasing you, and you can usually sense it through its noises. The game doesn't instantly kill you once you're found, but failing to escape results in certain death. The tight corridors and small rooms don't make it any easier. You can hide in lockers and underneath beds if the monster didn't see you crawl into those places first, but you'll have to perform those actions manually, since the game refuses to make temporary escape easy. If you want to hide in a locker, you need to open it up, crawl inside, and remember to close the door instead of having the game perform all of those actions for you.
The monster is the only living thing coming after you, but it can take on two forms. The first is a hulking brute with red light coming out of every orifice that can break doors off hinges and kill with just one punch. The heavy footsteps and loud moaning give away its presence, but the creature is rather slow. The other form is that of a thinner person whose arms and legs have been replaced with pointed spider-like appendages. His high-pitched screaming and faster speed make him more dangerous, as does his ability to shred doors and flesh. Additionally, the ship is full of hazards that can quickly end your life. Weakened floors, for example, make you plunge from deadly heights while steam vents can burn you. About the only thing that won't kill you is the security camera, but its loud wails when it catches you can bring the monster your way.
A common strategy would be to find the way out as soon as possible, but the task is impeded by the ship's numerous narrow levels. While there are many places to go, there is only one way to escape and end the game. Even then, finding the means of escape is only half of the goal, since the vehicles are in need of repair. All of the items you need are within the ship, whether it's welding tools, a fuse box or some patching equipment. You'll suddenly become a kleptomaniac and pick up everything that's not nailed down, but you can only hold so many items at a time.
The random nature of Monstrum is exemplified in several different areas. Each playthrough takes you to a different ship with a different layout and different item placement. The objectives also change, so while one playthrough might have you trying to patch a lifeboat, another might have you trying to fix and launch a single-person submarine. The monsters also change between the large brute and the quicker insect-like being, and a third one is planned for future release. In short, the only consistency is your starting room and discovering the flashlight as your first resource.
The mechanics work well together. Hiding and avoiding the monster is exciting because it isn't always on your tail. You could have one session where you see the monster in the first minute, and another session where you won't see it for a half-hour. Discovering the escape route gives you a sense of relief that lasts briefly since you realize that you have to go back and search for the tools to fix the escape craft, and you must return to the dreaded hallways and hope you don't get lost. It captures the sense of dread without feeling tedious, and the experience feels fresh even if others have attempted something similar before.
The core gameplay is solid, but this is a Steam Early Access title, and there are some issues that need to be resolved. The animations for the monsters can be quite jerky. Seeing them pivot in place or making abrupt turns after a few steps detracts from the horror of seeing the monster in the first place. The game seems to need some optimization since there are some frame rate drops. Sound is another issue that doesn't seem to be consistent. You may hear the monster open doors, but sometimes, it goes silent when a door is being broken down. There's also the issue of creating false positives, so you'll sometimes hear the footsteps and groans of the creature even though it's on a different floor. Since your character is rather fragile, these aspects can quickly transform a tense situation into an annoying one.
There's great potential in Monstrum so far. The randomness of procedural generation and the unpredictable enemy AI keep each encounter fresh. The reliance on building tension instead of jump scares is refreshing, though the misplaced sound effects are rather unreliable. There's no doubt that it still needs some polish and optimization, but even in its early state, Monstrum can deliver some good, thoughtful horror. We'll be keeping an eye on this one in the hopes that it reaches its full potential.
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