LETHAL COMPANY & CONTENT WARNING DOUBLE FEATURE
lethal company is the first time in an Ever that a trending new multiplayer game has rivaled the Certified Hood Classics like valve's games or quake. i think what sets lethal company apart is atmosphere. the immersion begins as soon as you start a save file and see the scratched, murky helmet hud. you don't notice it as much in multiplayer, but in singleplayer i just sat there and listened to the croaks of the ship's hull and the gentle whirrs and tippity taps when you use the computer (though eventually i do play the game). while the abandoned facility you visit are almost always repetitive (for readability reasons), the outdoor areas of every planet are sick. coming out of a long haul to not only see, but HEAR that night has hit, is super impactful. increase that impact about tenfold when the ambiance is interrupted by the stomps of a forest giant. the microphone detection (thereby requiring you to be quiet) almost forces you to soak it all in.
so of course, with a game this amazing, a ripoff was soon to follow.
if we get an onslaught of mediocre "lethal-company-likes" in the wake of that game's success, i'm going to be pissed - though i will say that i think content warning is worse than a cut-and-dry ripoff would be. a number of the developer's decisions actively confound me, such as including human fall flat movement physics... in a first-person game. why? for what reason? does this add anything other than a slight sense of detachment from my player character? great, yet another entry in the endless list of popular multiplayer games that needlessly combine trends to create gimmicky experiences with little-to-no substance. you might laugh at it with your friends, but only because y'all would laugh at anything this stupid.
oh, and we didn't end up laughing! we ended up fighting, because this game punishes your party for exploring. this makes the second refund on my steam account. at least the monsters were cute.
END GAME REVIEW