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THE RUIN OF 0CEANUS PR1MEby Marco Innocenti profile2023 Science Fiction PunyInform
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(based on 4 ratings)
3 reviews — 3 members have played this game. It's on 3 wishlists.
«There's nothing here, Carter. Vital signs zero-zero. It's a fucking cemetery.»
THE RUIN OF ØCEANUS PR1ME is a survival text adventure about a rescue mission gone completely wrong. It has an in media res approach and may result obscure to many players until quite far in the playthrough. It's a story meant to unfold step by step and it is intended to work like this.
THE RUIN OF ØCEANUS PR1ME is a sequel to A1RL0CK, by the same author. Playing it is not necessary to fully enjoy RUIN, but is still recommended.
Content warning: This story contains foul language and detailed descriptions of physical and psychological violence against animals and minors, abuse of narcotic substances or otherwise harmful to human beings. It is recommended for adult audiences only.
1st Place - PunyJam #4
| Average Rating: based on 4 ratings Number of Reviews Written by IFDB Members: 3 Write a review |
This game, as its name suggests, is part of the same universe as A1RL0CK.
It's set in an underwater wreck that is enormous and filled with strange biological material. You have a special suit designed both to let you interface with the technology around you and to keep you under control.
The gameplay is partly exploration and partly puzzly. I enjoyed searching out parts of the ship, interfacing with technology and so on. I had some trouble with the parser when trying to deal with wheel valves, but I realized I had been using the wrong verb (SET is right, TURN works sometimes but not as often).
There is frequent strong profanity in the game. It makes sense in context. The story is very violent, kind of like 80s sci fi action like Alien, Predator, or Terminator.
Overall, I found the story strong. At times I got stuck, like I said; this is not an easy game, and careful attention to detail is basically required to pass through. I had a good time with it overall.
Played: 7/27/24
Playtime: 2.25hrs, 3 deaths, ‘won’ with walkthru
This is a companion piece to A1RL0CK, and I do recommend playing the two together. I also recommend playing in order, as I think the denouement of this game would not work as well out of order. Initially, it felt to me like an improvement in every way on the prior work - which I had found narratively very strong, but burdened by overwrought language, implementation gaps and (a few) inadequately clued puzzles.
Early in the proceedings of RU1N, I found it much smoother and linguistically more disciplined. Here, the protagonist is a blue collar space/underwater worker, notably different than the previous protagonist and much more relatable in his down-to-earth, no-nonsense voice. He is immediately thrown into an alien environment and asked to navigate. I found the language employed here very obfuscative and scattered, in a very effective way. My inability to mentally create a navigable geography or even a clear view of my surroundings seemed a clever way to evoke the disorientation of sudden immersion in an alien environment. I also liked how descriptions changed dramatically, where the protagonist’s first impressions were nightmarishly horrific, only to be supplanted with a more mundane reality. It was an effective way to convey hair-trigger panic at the distressing surroundings.
This impression carried me quite far, and was enhanced by a challenging folding-in-on-itself map that was navigable but just offkilter enough. I wish that early experience was sustained. Implementation issues seemed to become increasingly intrusive as time went on. From clumsy disambiguations
>x glass tube
Do you mean the narrow glass tube or the small device?
to LOTS of synonyms and missing nouns
> x aliens
Sorry, I don’t understand what “aliens” means.
> x alien
They are not much different from the fish you are used to.
to narrative phrasing that has either typos or baffling word choice
GOING AGAINST ME WILL GET YOU ANYTHING, JAY TEE. DOWN YOURWEAPONS AND JOIN THE CAUSE.
x panel
The panel is open, and shows a series of beaks facing the opening, like a rake.
In the most frustrating example, combining two objects produces a third, but the narrative does not announce either the disappearance of the components or the creation of a new one. I assumed it was a bug for a distressingly long period, only eventually noticing an addition to my inventory. As frustrating as these were, they nevertheless still represented an improvement in the prior entry.
A larger disappointment, for me, was the gradual transformation of the prose from its early punchy, unadorned simplicity to more melodramatic and overwritten. Contrast this early piece:
“So we’re screwed: it’s as dark here as in Satan’s colon. And there’s nothing up, down, left or right. Give me some pointers, Cart. I’m starting to feel overwhelmed.”
to this:
“Cursed is the shadow of hell,” you voice loudly.
While there may be a fictional character that can plausibly say both those things, I did not find this protagonist to be that guy. Similarly, the narration took a similar turn, forfeiting its early punchy gains for less appealing baroqueness (baroquery?). By the end, it felt linguistically fully of a piece with its predecessor.
Its final puzzle ALSO felt like a let down. Overall, RU1N was a much cleaner puzzle experience for me. Some challenging leaps, but mostly rewarding diligent examination and satisfying once completed. That final puzzle though - specifically the final step of the final puzzle. After having a series of moving parts to decode, manipulate and sequence, all of them satisfying, the difference between success and failure was one final move I found to be completely opaque. There is a mild hint in death, though I interpreted that hint quite differently and never got there. Walkthrough showed me the answer which, eh ok.
Now that I have fully and completely whined about this stuff, let me turn again. All of those artifacts were there, detracted from my experience, but all of them were both less pronounced than previously AND more than compensated by RU1N’s strengths. In addition to the early characterizations and scene setting called out above, this one included lots of ‘fiddles’ (minor atmospheric messages that emphasize the dynamic nature of the environment) that were positively creepy and unsettling and terrific mood setters. Most importantly, I found the plot of this one to be super strong, and the timing of its beats even MORE capably dispensed than its predecessor (which was a strength of that work too!). Its horror was more horrific, its revelations more organic and interesting. They were timed to ‘unlocking’ areas of the map, but given the relative smoothness of its puzzles translated to a steadier, more engaging pace of revelation. Yes, the protagonist character lost the thread a few times (peevishly damaging his equipment in a way that beggared credulity for his situation, strong physiological reactions that rang untrue), but the antagonist and NPCs stepped in to carry things ably to a strong finale, even if spoilers were needed to fully experience it. The antagonist’s final revelation in particular was both foreshadowed and surprising in a satisfying way.
So to sum up, feels, like its predecessor, that it could use more polish and prose editing. Its bones though are even stronger, and it accomplishes more with language than its predecessor attempted. Barring a sour final step, its puzzles were also both fairer and more satisfying. I turned this into an outright comparison. Didn’t mean to do that. Both are worth your time. (But this one is better.)
A delightfully adrenaline filled, pacey, chock-full-of-action ride. Fully delivers on the expected thrills of a game that involves exploring a creepy abandoned (??) station in a dive suit, cut off from your support team.
The game does an excellent job creating a pressure cooker atmosphere, while remaining relatively forgiving and playable. The puzzles were quite good. I did resort to the walkthrough at one point, and I'm always glad to see when a walkthrough is offered.
The prose is well-written and effective in conveying action and tension. The PC has a gallows-humor sensibility it's fun to spend time with. As the game progresses, there's a delicious unspooling of backstory and plot that makes the puzzles feel paid off.
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