SteamCritique
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EclipsiumEclipsium
Whoever made this game is not mentally well.. ..and the experience is all the better because of it.
12 votes funny
Whoever made this game is not mentally well.. ..and the experience is all the better because of it.
12 votes funny
People get a walking simulator game and get mad when they have to walk LOL at least read the description.
10 votes funny

I cry when angels deserve to die(?)

Wake up. Brush your teeth and put a little makeup. Don't worry: no matter what you'll try, you are not hiding the scars from that shakeup. No way. And there are plenty more to come. One feverish dream after the other, the strangeness of Eclipsium unravels in all its pixelated glory: from the dimly lit, grimy hospital room you will find yourself in at the start of the game, to the outlandish meadows, pulsating caves and red-hued vistas, up until the tear-jerking, earth-shattering... Huh. Wait a moment. Did you wake up yet?

UN JOUR JE SERAI DE RETOUR PRÈS DE TOI

The pixelated graphics give a nostalgic, hazy feeling and an unyielding dithering effect makes the colour come and go in waves of Spectrum Pandemonium. While admittedly Eclipsium is a visually noisy game, I would suggest experimenting with its limited graphic options. The colour palette is a beauty to behold but the rough edges of the graphics might prickle the eyes: the option that Eclipsium provides for a 'higher' graphic quality can have a soothing effect. Personally, I appreciated this small upscaling. As the game suggests, try to avoid setting the graphics to the highest level as it makes for a much more dry experience -that can be subjective however. Symbolism is weaved seamlessly into its heavy coat of surrealism, which is reinforced with top-notch linings of atmosphere and psychedelia on the inside. Explore a world of decay, mysterious and uncanny. Each step is bringing you closer to Her. Eclipsium is a visceral experience: there are elements of gore and the game is promoted as horror but I found it better described as unsettling. Thrown into the nether, some environments feel claustrophobic and oppressive while others are spacious while still managing to invoke a sense of dread. The presence of a limited number of puzzles throughout the game is felt but it is definitely not the main focus of the experience that Eclipsium aims to provide. There are many memorable and meaningful moments in Eclipsium, attesting to its quality of having a story to tell despite having submerged it into a viscous, translucent liquid. The soundscape is also commendable -echoing footsteps, muffled gargling, menacing growls and distant screeches are part of Eclipsium's ambience. The sound effects are amazing and set the mood for each segment of the game almost perfectly. One seemingly misplaced musical crescendo was the only hiccup in the exquisite choir that Eclipsium's sound design is but that is purely a matter of personal taste. So, is it worth playing? Eclipsium is one hell of an artistic "walking simulator". If you find this combination of words off-putting, then you are already awake and brushing your teeth (remember to use circular motions). However, if you are into narrative exploration games, the niche aesthetic that the game offers combined with its surreal approach to storytelling, makes it worth giving it a try. https://steamcommunity.com/sharedfiles/filedetails/?id=3572479322
4 votes funny
It's got heart
4 votes funny
Another bitchass vegan/hippie propaganda just like Threshold(same people made this game). Visuals make the game worth playing but the game has no story at all. This game is like 10 dream sequences stitched together. The message of the game --> Oh my god some people are killing and eating animals!!!! How can they be so cruel :((((
3 votes funny
The visuals are undeniably striking...and that's about all Eclipsium really has going for it. This is a very rigid, slow, on-rails sort of experience that lacks the agency and mechanics you might have come to expect from other shortform horror games. Whatever edible you were planning to take for this, double it.
3 votes funny
First time ever I leave comment on a game after 12 years of using steam. Eclipsium is an absolute masterpiece imo. I can safely say I have never been so completely absorbed by a game (been playing games for about 36 years) . Both art style and soundtrack are phenomal. This was a real journey. Kudos to the devs!
3 votes funny
I'm disliking the game for it not only does not support 21:9, but additionally there is no option for borderless, windowed, nor any other resolution. Launch options '-w 2560 -h 1440' also does not work for this. The game stretches 16:9 on a 21:9. I had to manually change my monitor's resolution to be able to play this game 16:9 (unstretched with black bars on the sides). Once resolution or aspect ratio options are added or the best case this game start supporting 21:9 fully, I will rate the game based on it's content.
3 votes funny
(I haven't finished the game yet. And typically I'd never leave a bad review for something I didn't finish. But I have no intention of ever turning on this game again so I feel like it's fair to criticise the parts that drove me away) I was very excited for this game. I've been following the development for a long time now and I don't regret paying for the sheer effort and time which was clearly put into the project by all of it's devs. The love and work they put into it is very obvious. I just wish there was a better game underneath it all. For a start, the pacing. I don't mind the slow walk speed. I don't mind it when a game has a slower pace. But here it's pushed to such an extent that it doesn't even feel intentional, it feels like an oversight by the devs. The entire time I played, I was just thinking to myself what the point is. There was no story to pull me in, the areas looked pretty enough but were way too repetitive, monotone and long, exploration was not rewarded and there was generally nothing. Nothing to demand your attention and nothing to reward it, two things which are usually pretty important in a game. I didn't feel like I was playing the game, I felt like I was being dragged by it. Every time something happened, I thought to myself "that would've been so awesome if it happened 10 minutes ago". There was a slight jumpscare in the game involving a certain fish. The jumpscare was great in theory. Very creepy and very cool. But it was not unexpected. Because the game created no expectations. By that point the it had already been dragging me through nothing way too long. Every time I thought something would happen, nothing did. This was continuing and continuing until any tension or atmosphere was already gone. The buildup was so long it stopped being buildup and the jumpscare failed to cause any reaction from me besides a confused look. There were other moments too, but that's just one which would've been so great if it had happened earlier, or if there was any plot/story/anything to get invested in. And this is how I felt about most of the game: every cinematic view, cutscene, new ability, anything. The game fails to invoke any emotion because it never does anything to make you care. Even if it's supposed to be cryptic and more about walking through cool places than anything else, there needs to be some feedback to the player. If there's no story or engaging gameplay, then the atmosphere and environment. There should be some details to see, some secrets to find. There are so many areas which look explorable but turn out to be completely empty. Corners and paths away from the main one, which let you explore only to have absolutely nothing there. It's a constant loop of having hope then being disappointed. These issues culminated in a walking simulator capable of making me rage quit. I did not think that was possible in this genre of game, but it is. There's an area where going down the wrong forest path simply made it fade to black and respawn me with all my progress in the area lost. It was such bizarre design to me. Usually when a game doesn't want you in an area it blocks it off with some obstacle. This one just slowly faded me to black and deleted progress upon respawning. There was no indication that path was forbidden, nothing. With how slow the movement is and how boring the area was, I simply could not see any point in continuing to put effort into a game which gave nothing back. I also had plenty of performance issues but that might just be my problem. I know it's a very long review and I rambled on in some parts, but that's because I really looked forward to this game. It's hard for me to believe that this was always the intended end product: so empty and lifeless. I hope the devs don't get me wrong, because the effort they put into the game's visuals was the only thing giving it any soul or appeal. I don't regret paying for their effort. I do regret paying for the actual product they made.
3 votes funny
certified walking simulator
3 votes funny
Not fun. The only persistent gameplay mechanic (walking) is tedious as the main character is incredibly slow. The game is visually impressive, but towards the end the pixelization effect made me nauseous. There is exaclty one thing in the game (the cathedral puzzle) that made me go "huh, that's cool". The narrative is all over the place and doesn't combine into anything remotely cohesive.
2 votes funny
Newest installment of my favorite "Cool Concept For Twitter Failed By Crappy Game Design" series. Now with nice visuals! Unfortunately though, precisely those are eclipsed by the immense feeling of wasted time.
2 votes funny
This is the most disappointing game I've played since INDIKA. How do we take a cool concept and a very gripping art style then turn it into the most boring torture known to man? Make the walk speed a literal crawl and make 90% of the game walking in a straight line. When the game finally got interesting, it turns out I triggered a game breaking glitch that caused me to keep falling through the floor. The best ending I could have asked for tbh.
2 votes funny
Great walking simulator with really interactive chapters that each have a unique twist. A game perfect for those with schizophrenia or could be fun to play after taking tylenol and drinking some beer. 8.2/10
2 votes funny
Really awesome style and beautifully done visuals, sound, environments, a fantastic idea... and a great experience, however.. My critique mostly comes from the fact I was expecting to use my brain a little more to work out some story, but just like a fever dream, it seems to be random or random imagry to describe a feeling (to a generic character with no player investment in them), rather than telling us about the character(s) and situation. Maybe i'm missing the point here. Possible spoilers below My experience firstly getting into it: From the demo to the full game there was the hospital, basically the same room you spawn in acting as a save room. At this point i'm assuming the player character is the girl. so I'm trying to figure out what's the significance of this, is she sick, did something happen? is this journey about an illness or injury they had. it turns out all of this might have been not the case at all. as you later learn the player is actually "the guy", all of the scenes you go through might not have been relevant at all, but instead just symbolism for the idea of nervousness or self doubt and overcoming an obstacle, which later on (seems) to reaffirm. I don't know maybe I was expecting something more impactful, that required me to connect more dots or theory craft a bit on the characters and story, but by the end the incentive doesn't feel there, and left me with a feeling myself of "I watched an art class project on imagery and how it relates to an idea or feeling" rather than being told a story of one or two characters being put in a situation and how they feel. The game description states "Every step shifts the landscape beneath you as you search for what remains of her." Well, I would really like to know about her, and why i'm even searching to begin with.
2 votes funny
I hope the rest of the game is the same thing of "structure morphs and you fall while you walk slower than a snail"
2 votes funny
If you saw this game on instagram and thought all the fun mechanics and little meme secrets would be cool, they arent in the game. It was just promo stuff. The game is still a pretty neat experience and is fairly priced I think, I just thought it was too linear and serious for all the fun little gimmics that were shown in the behind the scenes content by housefire games. I can honestly just recommend watching a playthrough on yt if your not big into atmospheric walking simulators.
2 votes funny
One of the most beautiful gaming experiences i have ever had. A masterpiece. Its 13 bucks, just buy it!!!!!
2 votes funny
Climbing a wall with your own rib cage is one of the most metal things to have happened in a video game. Also you can pet a cat.
2 votes funny
My criticism of this game largely lines up with what other people have said. The positives are the (sometimes) striking visuals and competent audio design, that's pretty much it. Here is some stuff that I haven't seen mentioned: There is no apparent larger narrative, just trailer moments chained together by long walking sequences. If you think you "get" the game, please tell me what these mean in your interpretation. What do the nukes represent, why did the crew of the sub fight each other and why does the woman launch the nuke with you? Why does your character only leave destruction behind for most of the game, but makes grass sprout in the painted forest? From what I've read, people justify the slow walkspeed as the game making you take in the scene. But frequently you traverse scenes you've already been through, or ones that don't have anything to offer. It's like the game is actively trying to waste your time in those situations. Additionally, there are some slow auto-scroll sections that don't really have anything to take in. The little interaction you have is clunky, you use left-click for everything. Sometimes the game makes you click once to interact, sometimes twice, sometimes you need to hold click, sometimes you need to do gestures with your mouse. The game doesn't indicate what you need to do when. The bug that the player's speed didn't increase again after decreasing that was fixed after launch makes me genuinely question if the devs ever played through their game in the way a player would.
2 votes funny
I would let these devs design my fever dreams.
2 votes funny
Great "walking simulator" with a lot of trippy ideas and effects. ~3 hours long, so you can be the judge if that translates into being worth the cash (I thought it was, but I value shorter games with creativity personally). Only real gripe was that there's no option to play the game in windowed mode, but that's not a huge deal so whatever. Worth your time whether you get it immediately or wait a bit to grab it at a discount.
2 votes funny
Big woman👍
2 votes funny
Huge potential and great soundtrack, but unfortunately, the rampant and sometimes nonsensical invisible walls are extremely frustrating, and the absolute crawl of a walking speed at times feels insulting. Super cool visuals and atmosphere, but it just couldn't capitalise on it. Would love to see more by this team though!!
1 votes funny
must've been a rough divorce
1 votes funny

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