Translated by
Microsoft from Deutsch
Microsoft from Deutsch
"Roots of Insanity" is a First-person horror Game.
We are a young Doctor, Riley McClein, who works in a large Hospital. During the Night Shift we notice that something strange is going on in Block B of the Complex, which has been standing still for years. Does something Terrible Happen or does our Propensity for epileptic Seizures play a Prank on our Brain ...
The Game tries to be "Outlast." This is the best way to put the Game in a Nutshell. Even if the Setting varies a little, the stylistic References are always more than significant. That, in itself, does not have to be interpreted in a negative way. The Role model was an atmospheric and thoroughly entertaining Shocker.
And on many Points, the Game hits the Horror Feeling quite well. Sound and Music are amazingly strong for a small Title. The (but rare) English Speakers are really above average. And the Graphics go OK, too. The Illumination Is sometimes even really strong.
In Gameplay, however, there are so many Carvers and Silvers that you are torn out of any emerging Immersion.
It starts with the fact that, having looked into a single Room of the huge Hospital Complex, we want to be Whitewashed in a Display that "it seems that there is no one in the Building.
Technically, the same Assets are used over and over again. Of six adjacent Lockers, you can open three, but three can't. Why remains unclear. The Scissors on one Table we can take with us, the other seems to exist mechanically but not at all. Also small Medication bottles: Some we can collect, directly adjacent the Game does not recognize at all. With the same desk Appearing again and again, we can be sure that there is never anything in the Drawers, even if you can open them. Of course, we cannot pick up the flashlight, which is right in the first Adjoining Room of the B Block, for which it is.
All these Things don't seem particularly relevant, but they manage to get us out of the Gaming Experience every time, because we still run to every Locker, because it could contain something Useful.
Most of The time we have a Camera with Green Light in front of our Noses, which of course needs new Batteries every three Meters. Unlike "Outlast," the Opponents, once you've figured out, are relatively easy to tie down, so the Game doesn't get really difficult.
Playing Time is quite short at about 1.5 Hours, but that would be fine for a relatively cheap little indie title. And even if the Game can do something atmospherically, the sometimes strange game mechanical and designeric Weaknesses prevent me from recommending the Title.
Rating: 7/10 Atmosphere 5/10 Story 7/10 Graphic 7/10 Sound 5/10 Game Mechanics 4/10 Balancing 5/10 Game Pass Conclusion: "Outlast" for Arms.
5/10 Overall Rating