Conscript: Director's Cut Conscript is a top down survival horror game where you take the role of Andre, a French soldier fighting in the trenches of Verdun during the First World War. You join the war with your brother, Pierre, who, during intense fighting at Fort Vaux, you become separated from. Now, with your brother stuck behind enemy lines, it's up to you to get him back no matter the cost. Conscript is a very unique horror game in that there is no real monster. There are no ghosts or poltergeists to scare you, no wild beasts or entities. The horror stems, almost entirely, from mankind's own aptitude for brutality. The monster is war itself. The tarnished land is its skin, the patchwork of trenches run through its hide like scars. Shrapnel becomes its raking claws, barbed wire its viscous teeth, the gas its gaping maw that devours all who step into it. Its piercing red eyes stare through the reflected lens of every trench raider. They are the beasts that lurk around every bend in the trench and in the dark corners of every room, the haunting vestiges lurking just outside your vision, waiting to strike. It is your duty to defeat these horrors, for yourself, your brother, and for country. Combat in the trenches is often desperate and brutal. Melee combat is your most consistent means of dealing death and is determined by the power of your swing. Well timed, powerful swings will stagger most enemies, which means keeping a level head and a steady rhythm of hits will deal with most enemies. If only it were so simple. When a hit goes awry or if the enemy is reinforced, combat can quickly start to break down as you swing widely in desperation. Like a cornered animal you must bite and claw with everything you have to survive. Guns are more efficient, but your hands shake in fear, causing your crosshair to shake violently in place. Your shots must be deliberate and purposeful, wasting ammunition will leave you helpless in the long run as ammunition is a very finite resource. You're far away from any logistics hub out here, no ammo, provisions, or even basic necessities like bandages make it this far out. Every bullet is a commodity, every rag and discarded shovel a blessing as you scavenge the landscape of its torn scraps, like a vulture circling a corpse. Limited inventory space forces you to prioritize what you need most in a fight. Everything takes up a slot, medkits, bullets, your trusty trowel, even keys for locked doors all take up a slot. Of course, both your inventory and your weapons can be upgraded as you take from the unfortunate fools who came to war better prepared than you. You start the game in a poor state, with little more than a shovel and a rusty pistol to your name. Fighting is desperate, and every encounter spells certain death. As you trace your way through the trenches you become familiarized with your environment. Eventually, the trenches become your hunting grounds, you memorize every corner, every sullen and forgotten hideaway, and you use them to your advantage. As you get more weapons and better gear the killing becomes easier, swifter. Soon a bloody swath is cut through the enemy as more and more of them fall to your steel, their screams of agony as they die almost makes them sound human. By the end of the road, at the gates of Fort Vaux, you might pause a moment, staring down at your bloodied hands, darkened in the shadow of the pile of bodies you’ve left behind, and wonder, who the real monster is. That being said, after a while, when you have an entire arsenal in your backpack, the game starts to lose its scary edge. It is certainly still a horror game, beating a man to death with a shovel and climbing over mounds and mounds of mutilated corpses is horrifying, but not necessarily scary. Though, through its superb sound design, it can certainly put you on edge. The ambiance of far off gunfire and the whistle of falling artillery shells starts to feel homely after a while. It’s the silence that’s scary. When the guns quiet and the earth stills, in the dark recesses of the tunnels beneath miles of trenches, with little more than a flashlight to guide you, you begin to wonder what's lurking in the outskirts of your vision. These moments aren’t abundant, and though they can be scary the first time, once you’ve memorized the layout it loses a lot of the effect. This is because Conscript doesn’t waste any space in its map design. The map is broken into sections you gradually open up through discovering keys or other events. Each map is tight in design, there isn’t any useless space. Every room is used to progress the game somehow. With each section being large enough to be imposing but small enough that moving from one area to another isn’t a huge bother. It makes the abundant use of backtracking much more palatable. I wasn’t lying when I said you’d memorize a lot of the trench layouts considering how often you’ll be revisiting them. It never got on my nerves, I loved traversing the trenches, but I can see this turning some people off. I haven’t spoken on the story as there isn’t much of one outside the quick synopsis I gave earlier. You get separated from your brother and have to get him back. There are flashbacks between chapters to your time in France before you were conscripted but they are very short, making up maybe 10 minutes of your overall playtime. The story isn’t the point, it’s about the visuals and the atmosphere. Conscript sets out with the goal to make you feel what it was like to fight in one of the most brutal battles in history. Of course it exaggerates many aspects, but as I said, it’s trying to capture the FEELING of what it was like rather than being a truly one to one historical piece. Though it never delves too far as to be ridiculous or insensitive to the subject, it does a great job at depicting the terrible toll war takes, and especially on how uniquely brutal the First World War was. It creates a unique kind of horror you can’t escape from. It’s not a bad dream or a spirit realm you're trapped in, it’s real life. Even when the war is done, you don’t go back to gardening after waking up in a pool of blood surrounded by the corpses of your friends. This seems like hard feet to accomplish with pixel art style, yet it uses it to great effect. Despite being basically low resolution the game is still quite grotesque in its imagery. Men crawling along the ground without any legs, the rooms of discarded corpses, the rats chewing on rotting flesh is all well animated and impactful in all the right ways. It’s sickening at times and I mean that in a good way. Of course, it’s not perfect. For its rather long runtime it reuses lots of animations and eventually the two or three different enemy death poses start to lose their impact. Still, its overall design is well done. In conclusion I went into Conscript expecting a short, fairly mediocre experience. I left with one of the best survival horror games I’ve played in a while. It’s such a unique horror experience I haven’t really seen any other game attempt in that it stays true to its theme, there are no paranormal elements even though it could have so easily dipped into it. The horror stems entirely from the war. Horrors within our comprehension are still horrors all the same. That alone makes for an experience worth having and, I’d say, is worth the price of admission. Mix this with some stellar sound design, a fantastic atmosphere and art direction with a solid, if kind of repetitive, gameplay loop and you have a great experience. 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