Exanima Free Download – RepackLab
[ Direct download link (PC) ]
Exanima Free Download Repacklab
Exanima Free Download Repacklab Each week Marsh Davies lurches drunkenly through the dank cloisters of Early Access and brings back any stories he can find and/or spasms like a misfiring physics object caught in a doorway. This week he wobbles and flails in the low-fantasy RPG Exanima, a smaller standalone “prelude” to the Kickstarted open world game Sui Generis. Exanima isn’t like other RPGs, the Steam store page tells you with some insistence. It’s true for several reasons, but the most obvious is its fully physics-modelled combat which renders close quarters engagements as tense, tactical affairs conducted between two or more appallingly drunk people. Every collision has a physical effect, as subtle or extreme as the speed with which it occurs, and so combat is about caution and timing, dodging incoming swings and finding the time to wind up, directing your weapon in a sweep to connect with your opponent’s most vital areas with the most momentum possible. SEXY GAMES
At least, it’s about these things inasmuch as these things are even possible while piloting someone with a near-lethal blood-alcohol level. The remote control of avatars in the digital age has done much to tacitly reinforce the longstanding belief in a mind/body duality that we in the West have inherited from the (occasionally self-flagellating) dogma of medieval Christian thought. Christianity is apart from its pagan forebears in stating that God created existence from nothing – thus, in its very first instance, Christianity supposes a realm of mind – God’s mind – which is independent of the material. Then, in the central belief that consciousness persists following the body’s death, we see reason to separate, and denigrate, the body further: the realm of thought is thus the part of man which is made in God’s image, and so closer to perfection. The body is the part that sins and, as some medieval adherents would have it, must then be punished.
Per session and global character skill progression
Don’t misunderstand – I like the combat a lot. I like the exact match between the observable impact of a blow and the damage that it does, and I love the circumspection that the sluggish control brings. This said, it isn’t always a good a match for the player’s intent, no more than Gang Beasts’ physics-modelled brawls between jelly-baby-men is an exact martial art. In articulating this cumbersome form you feel like a puppeteer rather than a protagonist, and there are kinks and contradictions to the control scheme which can easily and abruptly end your life without much feeling of culpability in that failure. This, combined with the fact that there is no save system whatsoever, makes for a tough game, something for which the devs are unapologetic and which has encouraged a good deal of cock-waving among early adopting Steam reviewers. (That’s figurative cock-waving, by the way, not physics-enabled – though given that the character creator is unabashed about the existence of female nipples, maybe we can hope to see windmilling in a later patch.) ARK Survival Evolved
My unnamed character awakes facedown in a grim stone room, lit only by a single burning torch which lies feet from her body. I have chosen an avatar who is a short-arse like myself, but, as I stagger upright, it occurs to me that this is possibly a non-trivial nerf in a physics simulation – just as it is in real life (excepting the field of plane travel, in which I and my burrow-dwelling kind remain distinctly advantaged). Can I run as fast as the big boys? My individual footfalls appear to have significant repercussions to my movement, as I discover when I snag an upturned cart with my ankle and fold over myself like a broken Slinky. Will I be able to swing as far in combat with my tiny, feeble arms? I guess I’ll find out. But, given that it’s easy to scrape an elbow along a wall and stumble to a stand-still, perhaps having a sleek form factor does have its advantages in dungeoneering. Score one for the little folk!
Large non-linear main game following early content
Movement is primarily controlled by the mouse. You click and hold; depending how far away you cursor is, the faster your character will move in a line towards that point, which you can then drag around to modify the speed or direction (or hold shift to sprint permanently). This is a surprisingly tricky system to manipulate under pressure, wobbling boozily through physics-enabled detritus, even more so because the camera will begin to slew of its own volition as you move. You can click and drag nearby objects too, manipulating them. I discover a good first use of this is opening the door to the chamber in which I’ve awoken. I poke around the adjoining corridors and boxy store-rooms, but find no weapons – which is why, when I open one door to a long, brightly backlit corridor and see a shadow loom larger and larger, I immediately slam it closed. Arizona Derby
The corridor blinks out of sight and whatever thing was marching down it remains sealed within. It seems these enemies don’t do door handles, luckily. I try a different route, ending in a room with a number of workbenches, and find a weapon only when I bump right into it, or rather the bench it is on, sending myself and the machete tumbling to the floor. The game doesn’t give you any help spotting stuff within the environment – you just have to be eagle-eyed, which I rather like, even if it’s not always clear which objects have interactive purpose and which don’t. Now equipped for battle, I begin to explore more boldly, encountering a gormless looking fellow stalking back and forth across a room of heavy pillars. He doesn’t seem immediately aggressive, so I don’t push my luck, instead choosing to shut him in a store room.
Build and permanently save characters by completing early content
Others aren’t quite as amiably stupid: there’s a duo in the adjacent room, one holding a footlong bit of piping and the other a carpentry hammer. Pipe-dude stands inert by a wall, but hammer-lady gives me the stink-eye, turning to face me as I enter the room. We remain still for a moment while I wonder if I can make friends with her. She screams and launches toward me, thrashing at the air with her hammer. I guess not. I back away and hastily drag-dash my way around her, pulling my character in a stumbling arc down to an open space near the bottom of the screen, where I have enough time to engage combat mode. Astalon: Tears of the Earth
In combat mode the controls reconfigure so that you can click and swing your weapon – your cursor movement aiding the direction of your blow, the length of the click dictating your commitment to the motion. You can also use WASD to move relative to your cursor point, which is vital for dodging incoming attacks. These two systems seem to me in direct contradiction. You want to be able to keep your cursor fixed, so that the directions WASD references aren’t in constant flux. And yet, combat requires you to swing your cursor back and forth. This may recreate some of the probable disorientation I would feel if I were actually attacked by a hammer-wielding maniac in a dungeon, but the specific confusion feels weird. I’ve never forgotten which way was left because I wanted to punch someone. After I met that catgirl my questlist got too long!
Add-ons (DLC): Exanima
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Requires a 64-bit processor and operating system
OS: Windows XP (SP3)
Processor: Intel Core2 or AMD Athlon II dual core
Memory: 2 GB RAM
Graphics: Intel HD 4000 or AMD Radeon HD 2600 or Nvidia GeForce 8600 with 512MB VRAM
Storage: 2 GB available space
Sound Card: Integrated audio
Additional Notes: Wine / CrossOver compatible on Mac OS X or Linux with appropriate OpenGL driver
Requires a 64-bit processor and operating system
Processor: 3 Ghz Intel Core i5 quad core or 3.5 Ghz AMD FX hex core or better
Graphics: AMD Radeon HD 5850 or Nvidia GeForce GTX 280 with 1GB VRAM or better
Additional Notes: Faster GPU with more VRAM recommended for very high settings or resolutions
[ Direct download link (PC) ]