Lamentum is a fascinating game, if a flawed one. Lamentum follows the story of a man who will do anything to save his sick wife, even if that means committing himself to perdition. The gameplay, at base level, has you walking him around trying to solve puzzles within a mansion. You wake up shortly after arriving with no memory of how you got to a bedroom, the mansion appears to have gone to hell, and from that point on, you must try to find your wife and escape with her. There is an elephant in the room that we have to get past first. This game doesn't distance itself from its inspirations very well. The mansion, saferooms, medicine, and puzzles are a 1 for 1 to resident evil 1. The plot and endings are clearly inspired by Silent hill 2, and the tiny amount of difference from these two games is just using Amnesia: The dark descent to fill in the cracks. I don't really think this is a bad thing on its own, we are all inspired by media that affects us, BUT if the mechanics don't align well with your game, then you have a problem on your hands. First: Pros • Gorgeous pixel art design, the game is artistic, beautiful, and interesting. 10/10 on the art. • The story is engaging, interesting, and honestly a bit tearworthy. A minor first 10 minute spoiler to demonstrate, You can bring your wife a flower in the intro, and when you see her in bed in the next scene, she will have a vase full of whichever flower you chose. Interacting with it will inform you they are her favorite, because you gave them to her The intensity of the adoration between the protagonist and his wife is one of the best done parts of this story. • This game, through the above point, appeals to a different kind of horror, less fear of oneself being harmed as much as fear of loss. If you have ever read Poe's "The Raven" you'll have an understanding of this, kids and single people don't really "Get" the horror of the Raven, but someone who has someone, someone who has THEIR someone, sees the Raven as one of the most horrifying bits of text that has ever existed. • The characters, puzzles, and setting are all reasonably well made and interesting, though I do wish more interaction was available. I never felt like a puzzle was stupid, bewildering, or otherwise unfair. • The game does absolutely hold your attention and intrigue through the whole experience, the lore and world building it does is fantastic and the mystery behind what is really happening is well maintained throughout. Now, onto the Bad.. • The actual combat play is awful. Silly. Dumb. Whoever came up with this needs to go and sit in a corner for a bit. You get melee weapons, or guns. Guns have limited ammo and are essentially JUST for bosses. Melee weapons have a windup, and then a hit. All enemies pursue you directly and attempt to strike you. Combat is entirely you stepping back, timing a swing, and hoping they walk into it without also hitting you. It's boring, it's repetitive, all the monsters feel the same, it's dumb. This sort of system works in resident evil or silent hill because camera angles and monster variety make the encounters very unnerving, but even in those games the combat is hardly the praised bit. Lamentum needed scarier, rarer combat, in my opinion. This additionally extends to the bosses, which for the most part are all pursuers in areas where it's hazardous to run away. Shoot, run, reload, shoot, etc. If there is going to be combat systems, they need to be adapted to the pixel style where your top down perspective and lack of tank controls removes the tension. A melee system should not just be "Click, wind up, attack, repeat" • The Stamina bit deserves its own section. It is so, so, so bad! Lamentum involves a lot of travel as you try to figure out puzzles or where items might go. If you had to deal with a stamina system in the mansion at large, you'd go insane just from how long it takes to go everywhere (Lamentum has a problem with scale, some areas are simply much bigger than they need to be.. this also is why the enemies aren't scary, if the hallway has the width of two traincars, it's pathetically easy to kite everything). Anyway, yes, you will be sprinting everywhere, and the devs ALLOW this because otherwise the game would be a SLOG. However, because the monsters are slow and the areas are too big (And thus they have a hard time catching you) The game will kick on a sprint limit IF a monster is on screen. This limit is like, 2 seconds? And is only indicated by the edges of the screen getting darker. This. System. Is. AWFUL. It tries to force you to fight every enemy, but only really serves to get you killed if you accidentally sprint near a monster (Like say, running on a trail and then by a tree that conceals one) because when your stamina runs out, your character basically keels over and hyperventilates for 3 seconds. The game would have been dramatically more fun if the routes were more claustrophobic, the monsters were scarier to touch, but you could sprint everywhere to try and beckon you to running past them (And thus, stressing the player out and opening up chances to be grabbed). • The endings and how to achieve them are a bit silly. One ending is obvious, the remaining two normal ones are much less so, you have to make certain choices to enable it (The good ending) to be available. You can screw yourself out of the good ending about 20% of the way in. The optional side quests and cool side characters you meet have absolutely nothing to do with the endings and give you literally nothing but an achievement for completing them. Like silent hill, there is a "Secret" ending, but unlike silent hill it very nearly seems like the canon or a canon ending, and the method to achieve it is finding missable tokens throughout the game hidden in asinine places. This is an ending you can ONLY get with a guide, it's clearly important to the lore and design of the game seeing as it has a huge amount of content made for it, and yet it has no boss fight or payout for the player of any kind. Tons of work, half-arsed delivery, not a fan. Multiple missable endings probably don't belong in a game with no replay value. • There are so many useless rooms. There are these big "Dungeon" style rooms full of enemies that rarely have much loot or value to them that the game could do without. A hint says to grab an item in a warehouse, the next room over is a MASSIVE interior space. I spent about an hour walking around in there looking for the item on the note only to realize it was just a random dungeon space and had no real value. These large areas basically feed the already bad combat system and have no place here. • A huge miff of mine is that the developers put the credits for themselves IN THE GAME ITSELF, and not in, say, a bonus room, no, in one of the coolest nightmare sequences, you will walk up to graves with monsters on them and click and find some note from "Shyguy69: I just showed up". This REALLY drops the immersion of one of the most important zones in the game and I cannot fathom why they didn't just make this a separate area you could load into after the game or from the main menu. The whole nightmare sequence is FULL of these "Ingame credits" and if that weren't enough, some "Side quests" that have no impact on the game appear to feature contributors or devs as well. This is a big, big no no for me. Summary I lambasted the game a bit in the cons, but I cannot stress enough Lamentum is a GREAT pixel art horror game. It is not particularly scary, and is definitely a slow burn of a game, but the plot, atmosphere, and lore make it intriguing enough to hold interest the whole way through the experience. I loved it, I really did. I would recommend it heartily to anyone who loves the games that inspired it, or just adores a good, slow burn horror movie. However, coming here for intense frights or fun combat is not going to pay off.
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