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It soon becomes obvious that the only method of success in the game is to work together. For a start, only Kenzo can move out of his airlock, while the other two are locked in. His first task therefore is to set free his teammates. As Kenzo steps out into the corridor, it's immediately apparent how atmospheric the game is. Spot music plays unobtrusively in the background, while his boots clang on the metallic floor.
Other than that, deathly silence! The feeling that the place is deserted is superbly done. Wandering around the base you will discover the dead bodies of the Vita 1 inhabitants, which you will need to search for items and clues. Any object or item that can be manipulated in some way will flash up a white magnifying glass when you get near to it. That's Mars time. Each character begins with a default set of items including the watch and a radio, along with a couple of personal artifacts.
You will have to hunt for a weapon to use Although the bodies strewn around the base may look dead, they are decidedly undead! In the beginning only the odd zombie will drag itself lazily to its feet. The further you progress into the game though, the more bodies become animated.
A lot of the zombies can be dodged with ease by running past them. Others loiter around in narrow corridors, where your only option is to use a weapon on them. Get too near, and they will grab you to nibble at your neck muscles! Each zombie usually takes five or six bullets to drop to the floor. Ammo is very scarce though, so you are advised to evade them as much as possible. This is even more important when you consider that every zombie will get up again. They just won't die!
Zombies found further into the game also have the additional twist of taking more bullets to knock them down, as well as some of them getting up straight away!
And of course there are alien creatures, which are just as morbid, but far more lethal. As mentioned previously, working together is the only way to get anywhere in this game. One of your team members might find an item that is useless to them, but is the key to solving a problem for another.
You can pass items to each other via vac-tubes, which hold a maximum of four items. The tubes are liberally dotted throughout the base, and you should memorize their locations. Problems occur when you have a full inventory and you want to take stuff from the tubes. There is no way to drop items, so you will have to find an empty locker or use up a health syringe to offload unnecessary items, thus making space.
I found this system to be extremely tedious. What would have been a lot better would be to have an additional sidepack which could store things away.
Or to simply be able to drop stuff! You really are on your own in Martian Gothic, as the brief history of the base and the garbled distress call is the sum of your knowledge of the situation.
Help is at hand though. In some rooms around the base you will find computer terminals. These have a variety of functions. Solve a few more puzzles, and you can go speak to MOOD! I won't spoil it for you. One of the main terminal functions is to enable you to save your current game position.
Each terminal has a mini-game called Martian Mayhem, touted as the worst computer game in the history of mankind! It's within this game that you can save your position. Be warned though, there are a limited amount of game saves per terminal. Use them wisely! Each terminal also has a comprehensive database on the base, Mars and even the team. You will also be able to gain access to privileged information, which can only be accessed with the correct pass code. Audio feeds can be played back, and a lot of which have valuable clues hidden within.
You can also activate machinery and doors from certain screens. The pre-rendered world of Martian Gothic is fabulous, and each location has been given the full graphical treatment. The camera angles on some of the screens can be a little crazy, but it all adds to the Gothic horror of it all. The characters themselves are 3D models which are nice enough, although they are a little lacking compared to the backgrounds. The zombies look great though.. They are horribly gaunt, and shuffle along with arms outstretched, hell-bent on strangling you to death.
The most chilling aspect of the zombies is the echoed voices you hear, as the entities in Martian Gothic have the ability to use telepathy to get into your mind. Sometimes you can't decipher what they are saying, but at other times you can hear fragments.
Very haunting. The voice acting in general is excellent. In particular the micro-tape machines with messages recorded by Vita 1 team members are all nicely done. You can really hear the worry in some of the recordings. Sound is very well used. Even the simple opening of a door is a major event with the quietness of the base, and the Trimorphs make a noise that is quite spine tingling.
When the first one attacks you it is almost guaranteed to make you jump! A lot of effort has been put into making this game as horrific and encapsulating as possible. It shows. Martian Gothic: Unification is a fun third-person action adventure that feels a bit boring and bland at the start, but evolves into a great rollercoaster of sci-fi fun toward the end.
The game is reminiscent -- some would say derivative-- of Resident Evil , a console and later PC hit that popularize the survival-horror subgenre of action adventure. As such, Martian Gothic offers plenty of undead in this case, mutant scientists to shoot at and a suitably creepy atmosphere set inside the confines of a space station.
In contrast to most Resident Evil -inspired games, however, Martian Gothic features so many interesting and welcome twists to the conventions that it rises above a typical "clone" of the genre by a few notches. The game infuses the often-simplistic survival-horror genre with more substantial adventure game-style puzzle-solving. First among many nice touches Martian Gothic brings to the genre is an interesting hard sci-fi plot, thanks to the involvement of acclaimed science fiction writer Stephen Marley, who wrote the script and dialogue for the game.
Extrapolating from the controversial reports that scientists discovered microfossils on a Martian meteor in , the story opens on a manned base on Mars in You control a search-and-rescue team of three agents, Karne, Kenzo, and Matlock, who are sent to investigate the base after communications with the base mysteriously ceased.
Your job is to find out what happened, rescue all survivors, and figure out the meaning behind the base's cryptic last S. In addition to the shoot-the-zombie gameplay common to most games of its kind, Martian Gothic 's best and most fun feature is the ability to switch between the three characters at will.
As in real life, you can't give an item to another character if they are not stamding near each other. As the team members start in different locations, some areas may be barred from Kenzo but not to Matlock, and so on. As your teammates search the base separately, often the only way to swap objects they find is via vacuum tubes around the halls fans of Day of the Tentacle will recognize the concept.
This makes for an interesting game, as most puzzles require co-operation among all 3 team members, and judicious use of vac tubes. For instance, Kenzo may have to saw off a dead zombie's body part in order to vac-tube it to Matlock, so she can solve a puzzle in another area of the base that will open the door for Karne.
Another indication that Martian Gothic is much of an adventure than action is the fact that each character can hold up to 18 items at a time, all of which are needed to get beyond the usual assortment of broken machines and locked doors.
But at its best moments, when you're assembling several obscure items to fix a computer or to revive some lab equipment, Martian Gothic is very enjoyable. Despite some repetitive puzzles, Martian Gothic is an excellent action adventure that places a much stronger-- and more effective-- emphasis on puzzle solving.
Resident Evil fans who like the game for its zombie-shooting appeal will be disappointed, as there aren't many mutants to shoot at in Martian Gothic. Adventure game fans who like horror or hard sci-fi games and don't mind combat sequences will be right at home.
Despite a sluggish start, the pace picks up gradually, and the plot thickens into a great sci-fi opera, especially during the final stages when some of the stranger items you've been lugging since early in the adventure come into play, and the mystery of the dead base finally unravels.
Share your gamer memories, help others to run the game or comment anything you'd like. If you have trouble to run Martian Gothic: Unification Windows , read the abandonware guide first!
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