


Invisibility lets you sneak past lasers to reach the switch on the other side, parasitism lets you possess humans so they press switches on your behalf, and so on. They're exciting - that is, until you realise you use each of these powers predominantly to reach new switches. The powers are all pretty exciting, in fairness, gradually allowing you to do things like shoot webs, body-slam through barriers, turn invisible, extrude spikes, control humans with a parasite, and turn into a swarm of worms. Some switches will seem inaccessible, but then you will gain a new ability that changes that. You have to flip switches to open doors to progress to new areas.
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Or working out how to flick switches.Ĭarrion lifts most of its structure from the Big Metroidvania Playbook, and that's fine. Carrion proposes that what monsters do when they're not onscreen is flicking switches. In movies, monsters maintain their mystique by appearing only for long enough to terrorise the protagonists, before slipping back into the dark. To see this content please enable targeting cookies. The result is that it's never not fun to move around in Carrion - except for the anxiety about where to move, more on which later.

It's liberating to play a 2D, side-scrolling game in which gravity is no obstacle. Clicking in any direction makes your meatball marinara slide and slither swiftly thither, even if the direction you clicked is directly up. What remains after, however, is the thrilling freedom of movement. This is procedural animation at its finest, but it's a detail you stop noticing quickly. I felt instantly in character as I steamrolled over my first humans in hazmat suits, gripping one in an oozing tendril, then dragging them towards one of my gnashing mouths. Tentacles thrust outwards and grip perfectly to surfaces to support and propel you, while your central bulk stretches thin and re-combines again and again, like an abominable dough. There's a beautiful precision to the way your hideous form animates. Think Ape Out, but with the Flying Spaghetti Monster's answer to the devil in place of the ape.
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In Carrion, you control the monster in a B-movie, breaking free from your cage within a vast subterranean research facility, to wreak your bloody revenge upon fleeing scientists and armed security. The game's greatest delights exist within the wriggling mass of meat and gristle at the centre of the screen. It's a shame, then, that the brilliance doesn't last beyond the frames of a looping animation. You might have seen those moments, in the GIFs that have been popping up on Twitter over the course of the Metroidvania monster mash's development. However, their power increases significantly if they have an ally who can Mark your heroes.Carrion is a Metroidvania where you control a B-movie monster: a slithering mass of meat and mouths escaping from a mysterious research facility.Ĭarrion has fleeting moments of brilliance. On their own, they aren't particularly threatening, with their only attack being fairly weak and inaccurate (although it has a high chance of inflicting a small Blight effect if it hits). The Carrion Eater is a Beast type enemy that appears in the Warrens and the Courtyard. Unlike the Bloodsuckers found there, they are incapable of transmitting the Crimson Curse. With the Crimson Court DLC installed, Carrion Eaters have also made a home for themselves in the Courtyard. (* These more dangerous versions appear in Veteran (Level 3) and Champion (Level 5) difficulty quests, respectively) Sometimes, a larger, mutated version of these creatures can be found as well.

The Carrion Eaters, Corpse Eaters* and Flesh Eaters* are worm-like scavengers found in the Warrens, commonly accompanying the Swinefolk that now inhabit the place and devouring scraps left from their messy eating habits.
