The third bossfight lets one finally confront the ubiquitous saboteur in an electricity coil puzzle, but with Dr. Whereas imperishable melee weapons suit well their purpose during the first half of the game, firearms become indispensable against brutes, shades, and bosses in the second one, and since equipped only temporarily and automatically dropped when switching to an inventoried gun, are also more difficult to locate (so if one didn't already complete the “Hack n' Slash” sickle kill achievement while in the Shelter, it gets almost impossible later on).
Once outside the dimly lit standard underground corridors the graphical setting becomes pretty realistic and far better than average, in particular as to the remains of the devastated surface city, and blinding light beams suggest the post-nuclear sun's unmerciful effects. Light exposure becomes lethal now and hysteric ghosts are starting to haunt Albert, while occasional environment puzzles permit creating the necessary make-do cover and finding some well-dosed ammo.
AFTERFALL INSANITY EXTENDED EDITION PLUS
The same scene later serves for the Dirty Arena challenges unlocked upon completing the campaign in the Extended Edition.- Machine and shotgun plus (replenishable) ammunition at last come in handy here as well as in the following bossfight against a scary scrapmetal monster which marks the entry to the City of Light, the setting of the third part.
AFTERFALL INSANITY EXTENDED EDITION MOVIE
Everything's fakeĪlas, whilst part of the city seems fake like on a movie set (“Backstage of Glory”), it is inhabited by barbarized humans and cannibals seemingly not interested in his presence, if not to throw him into an arena like in a Gladiator fight. Learning of the existence of another potential shelter, fittingly named “Fist” (“Law of the Fist”), Tokaj finally manages to escape on a train wagon, but without his Glory girlfriend Karolina reluctantly left behind, and reaches a surface city that he didn't even imagine could still exist. The repetitive action of increasingly aggressively slaying increasingly aggressive mutants by means of all sorts of spiky weapons (Pacyfikator, Sickle, Axe, Syringe) is alternated by occasional, usually not too demanding hacking minigames-doors, fuses, and valves-some of which are hampered by a timeout. Within this narrative frame the action is roughly structured in three parts, that is 27 chapters over 10 levels of (mental) disorder: first, the Shelter's underground tunnels infested with humans-turned-mutants, victims somehow of the “Confinement Syndrome” Tokaj himself is specialized in. Still, after an extremely dry opening the game's Orwellian setting and psychological horror action becomes sufficiently preoccupying to make the player strive forward in spite of its mechanical flaws, just like Albert Tokaj-at once playable hero and reprehensible suspect-himself.Ĭoncluding the prologue and prefacing the epilogue, it is a Church or Cathedral's scene which shows Potocki pretentiously juxtaposed to a Christ statue, and the Christ to the mysterious saboteur, exposing Tokaj to an inconvenient truth: sacrifices are to be made, and the ones to be sacrificed are those that think too much in an indefinite state of emergency (“Sheltered Life”). So far for the Fallout-like setting: unfortunately also the wooden, amateurish voice acting reminding of a badly synchronized movie (if not of a soliloquizing doctor recording his medical audio diary) may denote Afterfall's Eastern-European provenance, as well as the awkward gameplay mechanics and unpolished action controls (keyboard).
It was again Germany that in 2011 let a newer nuclear prototype, the “Entropy,” explode above the English Channel, the automated missile reaction to which provoked the devastating Third World War: the surface becomes inhabitable. The year is 2035, and what his unstable patients tell him during the psychiatrist sessions is probably as fatiguing as the oppressive situation on “Glory” itself, a claustrophobic nightmare rather than a cozy safety haven.įrom the story's dystopian turn of events one might easily tell that Afterfall: InSanity has been developed by a team seated in an ex-totalitarian country like Poland (Intoxicate Studios), yet presupposing an alternative History in which it was Nazi Germany that had the first atomic bomb, the “Wunderwaffe,” leading to a truce instead of a defeat at the end of WWII.
In a setting hardly to distinguish from daily reality, he then fancies dreams of the Stalin-mustached Colonel Henryk Potocki, unloved Head of the Shelter he and other lucky survivors of World War III are confined to since about twenty years. Tokaj is a 34-year-old narcoleptic shrink who frequently falls into sleep during the sessions with his patients.