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Gametraders Live September Magazine

Gametraders latest magazine, featuring venom, a love letter to Jurassic Park and much much more!

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Repetition also infects the<br />

game’s objective and level<br />

designs. The Horus space<br />

station has a samey look,<br />

with Kubrick-esque tunnels,<br />

bulkheads, hallways, and<br />

doorways having a similar<br />

appearance. Objectives tend<br />

to repeat as well: locate<br />

key card, insert fuel rod,<br />

navigate across open space.<br />

There are a few mechanically<br />

interesting sequences,<br />

like manually docking two<br />

large parts of the station<br />

or deactivating a large,<br />

patrolling security bot, but<br />

for the majority of the game,<br />

players will settle into a<br />

monotonous groove.<br />

Objective design suffers not<br />

only from uninvolving quests<br />

but a general confusion<br />

over progress and place.<br />

As you hover around the<br />

Horus installation, it’s not<br />

uncommon to be unclear<br />

about where you are in<br />

proximity to other key points<br />

in the station, what you’re<br />

meant to be doing, and why<br />

exactly you’re doing it in the<br />

first place. There are maps<br />

and monitors throughout<br />

Horus that flash information,<br />

but rarely do they provide<br />

insight into how far you’ve<br />

come and how much is<br />

left ahead. Again, vague<br />

instructions and oblique<br />

storytelling can be a gift,<br />

particularly in a cerebral<br />

sci-fi setting, but 3rd Eye<br />

Studios strays too far into the<br />

incomprehensible.<br />

In addition to the four-hour<br />

campaign, which can be<br />

played solo or in online coop,<br />

and in one of two modes<br />

— “engage,” a traditional<br />

adventure, or “explore,” which<br />

removes any hostile threats<br />

— Horus Station offers up<br />

deathmatch and horde via<br />

online multiplayer, staged<br />

in environments from the<br />

story and populated with<br />

its weapons. Unfortunately,<br />

online lobbies were vacant<br />

pre-launch.<br />

A game like Horus Station<br />

isn’t about graphical fidelity;<br />

it’s about atmosphere.<br />

Judged by that metric, the<br />

game succeeds, even if its<br />

textures and lighting are<br />

merely middling. Valo’s<br />

ambient soundtrack is the<br />

real star here, anyway. It sets<br />

the hazardous, unexplained<br />

mood perfectly, and strings<br />

you along to the final frame.<br />

For all its atmospheric feats,<br />

Horus Station struggles to<br />

break orbit. Every good sci-fi<br />

idea and engaging mechanic<br />

is paired with a repetitive<br />

process or confusing<br />

narrative. Armed with better<br />

enemy AI, more complex<br />

puzzles, and a fleshed-out<br />

story, the game could make a<br />

mark on the genre. Hopefully<br />

future titles in the anthology<br />

series will succeed where this<br />

game falters.<br />

By Evan Norris

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