It's a well-worn form of journalistic shorthand to describe a game by its influences. With Infernium, though, such an exercise might prove more confusing than instructive. And one thing this game doesn't need is any more confusion. While it would be wholly accurate to describe the game as 'Dark Souls meets Pac-Man meets Myst meets Portal,' the constituent parts are just too wildly different for a clear mental picture to be formed. So let's break that equation down a little.
This is a beautifully still first-person adventure full of bizarre scenery, exotic contraptions, and an almost complete absence of combat. That's the Myst part of the equation. It's set in a strange underworld that could be some form of hell, though the story only reveals itself through found snippets of text and suggestive imagery. It's also brutally difficult, with a punishing permadeath system and a semi-open, intricately knotted world to explore. That's the Dark Souls bit.
Infernium is also full of first-person platforming puzzles that are powered by a personal teleportation system, while an intrepid predecessor leaves a breadcrumb trail through and behind the scenes of the world. That's all very Portal. But perhaps the most intriguing comparison point here is Pac-Man. While we mentioned that there's no combat, you do have to face a number of implacable foes. These spooky 'ghosts' head straight for you when you stray within range, and your only recourse is to lead them on a merry chase through the game's mazey corridors. At these points Infernium does indeed feel very much like a slowed down 3D take on Namco's arcade classic.
Of course, the key difference with Pac-Man is that you have an instinctive understanding of your immediate environment. In the dark, claustrophobic labyrinths of Infernium, it takes repeated run-throughs to get the lay of the land. That means numerous deaths, lots of backtracking and plenty of repetition. What's annoying here isn't Infernium's toughness, as such. It's the fact that there's a fair amount of trial and error involved in getting through enemy encounters. You'll often die when you first trigger an unseen stalker and stumble into a dead end in an unfamiliar section. It's only once you've committed the layout to memory that you can ace it with any confidence.
Add in a limited lives system (which can be replenished at a cost), and the fact that it's possible to get properly stuck if you lead certain creatures down certain avenues, and you'll hopefully appreciate that Infernium isn't for the easily riled. Everything from switches to collectible light orbs and even your teleportation system seem to take seconds to activate. This makes for some agonisingly tense moments when you're being chased by a ghoul, and the game has a nasty habit of laying bait for you that's usually best ignored (at first).
If you stick at it, though, this is a deeply rewarding game. There's a rich world to discover here, and it's one that's enticingly open to exploration. The developer clearly wants you to uncover its secrets for yourself, rather than by following a waypoint marker. If you experiment with the slightly finicky teleportation system you can find yourself in completely new and unexpected areas.
Infernium is perhaps a little too vague for its own good, though. Aside from two early portions of text briefly explaining your limited move set, you're largely left to fend for yourself. I can quite imagine people getting stuck very early on - perhaps even the first time you enter the post-death hub. Vital elements such as the light orb gathering system and how to level your abilities get only a few cursory mentions in the brief loading screen that crops up from time to time. You really do need to figure things out for yourself, and the game doesn't make it easy to do so.
There are a few jarring tonal issues, too, such as when the enigmatic opening gives way to a sudden glut of exposition. The narrative is delivered a little clumsily, but is at least reasonably fresh and well written. Elsewhere, the aforementioned loading screen text adopts a very different tone to the main game, and feels a little like an afterthought. It all contributes to the sense of a deeply heartfelt, admirably fresh yet flawed experience. Those flaws ensure that it can't be counted a classic, but Infernium is the kind of game that will inspire a whole lot of love from those who click with it.
Conclusion
Infernium is a beautiful, strange first-person adventure that draws its inspiration from an eclectic range of sources. It's frequently frustrating and maddeningly vague, but those with the determination to crack its secrets will be richly rewarded.
Comments 20
The game looks so visually awesome but the difficulty and lack of direction you described has me a bit nervous.
Very intriguing...
Will at the very least with list this to keep it on my radar 😊
Dang it. This is the exact type of world exploration I love. I am largely put off by the vague portions of the game if they are as bad as the review suggests. And trial and error has never been my favorite implementation in games, unless it is done sporadically. It sounds like a great game, I just don't know if I have the patience with my life changes.
Hi! I am Carlos Coronado, the sick minded dev behind Infernium
First of all, thanks for the review. I think it is really fair with the game because yes, it is NOT a game for the casual/everyone.
On the other hand, I just want to let you know the game will be updated shortly on Switch with the "Accessibility update". It will add 4 more options to the game: No Enemies mode, slower enemies, more tutorials and no permadeath. It will also change a little bit some enemy placements and nerf a bit some areas (nothing game changing really).
The game is not designed to be played with those options on, but if you will find the experience more entertaining with some of those one who am I to stop you!
And btw, this update is already ready on Pc but won't add new content. I will release a free update in the future and that one will add new content (new levels and enemies).
On the other hand, little spoiler: there are many, many ways to exit the "permadeath" state and the game will never ask you to start the adventure again. There is always a way out.
aaand that's all. Have fun being chased by flying towels!
This looks like something I would really enjoy and I'm eager to buy it, but I'm having a hard time justifying the $25 price point. As much as I think I'll enjoy it, it looks more like a $15 game. Maybe I'm just spoiled by indie pricing.
I must say though that Carlos seems like an awesome guy. I've come across him on several message boards, and I'm tempted to pay the 25 just because he seems like such an uncommonly decent human being. ☺️
@CarlosCoronado I am so happy that you gave us more information! You make me much more likely to buy your game! I love the beautiful scenery, it is just that with kids I don't have the time I used to, to learn the nuances of the game even though I really want to play it. Thanks again.
I'm sold.
Looks pretty cool.
I'd still love it if you would add the file size to the release information for digital releases.
Verrry interesting. Might buy it soon.
@CarlosCoronado Even if this may not be a game on my radar today I really do appreciate any Dev taking the time to chime in on his/her game with any information, this really shows their commitment to their game and the community.
@CarlosCoronado
I appreciate your feedback. Congrats on your game and good luck with the sales! I plan on picking it up.
Cheers!
I finally beat this game, and I did it without the help of a guide. It can definitely be stressful and frustrating, but it was so worth it. Very beautiful and unique, and I loved it.
Now that I'm done, I'm gonna scour the internet for bits of lore that I missed.
Edit: Oh yeah, good review Jon. Very fair. The game can indeed be vague, especially in the beginning, but it just makes it all the more rewarding when stuff starts to click.
I liked the art style of this and the Myst comparisons and after it reviewed better than expected I will pick this up.
Sounds immensely frustrating.
This wasn't on my radar, and the needing to learn (and remember) level layouts doesn't appeal (I have minimal gaming time, and a horrific memory - I blame the kids!). But when the developer takes the time to comment, and show how much he cares, then the game moves onto my watch list - thanks Carlos @CarlosCoronado
This sounds like the kind of game I would like, if it had an easy mode. I am not the kind of gamer who wants to be forced to replay the same segment of game, over and over until I can do it perfectly, only to die in the next area and have to start the whole thing over.
I know there are people who love that challenge. I get it, I do. But not me. It depends on a game, but eventually a game goes from making me want to progress, to, "I am sick of wasting my time, replaying this level"
Game looks cool. It was already on my wishlist for about a week now but wanted to wait for a review before picking it up. I'm going to go ahead and jump in.
@CarlosCoronado I'm confused as to the ESRB rating. I remember the trailers saying it was rated T (basically for general creepiness or something). But now on ESRB and Nintendo it says it's rated M due to sexuality, strong language, violence, and drug references.
Can you clarify what kind of content is actually in the game?
@CarlosCoronado : I see a main problem in this game : loading time are too long to enjoy it because every time you die, you need to wait twice a loading screen to continue : frustrating !
@CarlosCoronado : Also, why bothering putting a load of languages in this game if it's just crappy translation with Google ?
Seriously, I can't read anything in french displayed during the loading screen because it's so much terrible translation. I had to switch back in English...
Plus, everything written on the walls in-game are not translated.
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