Carrion's massive strength is the mechanical fantasy of the monster. Movement and interaction in Carrion is awkward and slippery, but it's done to encourage the player to full force towards anything they're trying to do. There is no subtly in movement. You are either lying patiently, motionless, in wait for prey, or you are slamming and thrashing and ripping people limb from limb as you haphazardly slam into walls and drag your innocent victims to their deaths. Carrion disregards common understandings of 'good movement' to elevate its intended experience as high as possible. In this regard, encouraging players to act like a movie monster, Carrion excels.

It's just the rest of the game that's mid. Carrion's levels aren't 'bad', but there's not a lot of variety to them, neither in mechanical ask or visual presentation. There are some areas that try to ask more of the player in terms of movement skill, but because moving through Carrion is intentionally awkward, these areas sometimes ask more of the player's movement skill than the game realistically provides them.

Revisiting older levels is also not an enjoyable experience, given the mazy, one-directional nature of both levels and the Frontier. You're not really supposed to play any part of Carrion backwards, but you need to do so to get at containment units in already finished levels. And because some containment units require upgrades found later in the game, there's no way to get them all as you go. Not having a more straight-forward way to access previous levels is a big blindspot in Carrion's gameplay.

Reviewed on Apr 28, 2023


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