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Penumbra Overture Hands-On Preview

The first part of this horror trilogy is nearing completion. We took delivery of a preview build to bring you a hands-on look at the game.

Penumbra Overture is the first part of a horror trilogy developed by Frictional Games. Emerging from the success of one of its tech demos, the game is currently being developed by a skeleton team of four people at Frictional's Swedish headquarters. Set to run for about eight hours, Overture is the first chapter of the series and is set for release in March 2007. The story follows a man called Philip who receives a letter from his dead father and travels to Greenland to investigate. The developers are remaining pretty tight-lipped about the details of what happens next, but a recent preview allowed us to see about halfway into the game and soak up a couple of hours of this action/horror hybrid.

The preview starts with you waking up in a dimly lit room aboard a ship. It serves as a quick introduction to the inventory system because you must explore the room and collect the essential tools and information that you'll need. The world of Penumbra Overture is characterised by menacing shadows, so the key item is a torch with plenty of batteries and some glowsticks just in case. This gameplay mechanic may have been used in games from Luigi's Mansion to Condemned, but the fear of the unknown still lends Penumbra Overture a menacing air. Because enemies have difficulty seeing you in the shadows, it's advantageous to stay hidden among them and use your torch sparingly.

Penumbra Overture is similar in theme to Sega's aforementioned Condemned, which was released as an Xbox 360 launch game in 2005. Like Condemned, Penumbra Overture has an oppressive atmosphere, relentlessly dark visuals, and an emphasis on hand-to-hand combat. However, it also brings its own ideas to the table, particularly in regard to the combat controls. Weapons such as spades and pickaxes can be swung using a gesture-based control method via the mouse. Basically, you hold the left mouse button and swing left or right for a hack and forward for a prod. It can be slightly cumbersome at first because you have to make sure you're looking directly at the enemy before you attack, but it's more satisfying to connect this way than simply clicking a button.

Interacting with the world of Penumbra is an important part of the experience. For example, the ability to move and combine items is heavily tied in with the gesture-control system. The Newton Game Dynamics physics engine lets you do pointless things, such as pick up bottles of whiskey and swing lights around. But it also lets you physically close doors by gesturing with the mouse to lock enemies out of rooms. It's heavily tied in to the game's many puzzles, the first of which requires you to drop a box from a large height in order to break it. Later on in the demo, you have to rebuild a ladder by physically lifting the broken shards and hooking them onto the wall to climb up the ladder. The excellent physics engine and gestured mouse interface combine to make the world of Penumbra a tangible place.

Combat plays a small part in Penumbra; the main focus is on exploring and solving puzzles. Most of the puzzles follow the same formula as those found in traditional adventure games, such as finding fuses to fix broken generators and deciphering Morse code to gain access codes. In turn, this means that the levels aren't particularly large or sprawling. The puzzles also flow in a logical order so that you're not backtracking and juggling multiple tasks at once. The majority of clues are delivered by nearby manuals and diaries, with information recorded in your personal diary for future reference. It's a fairly elegant system, and even if we fumbled over a couple of puzzles, they were always well designed.

Like many other recent first-person titles, Penumbra does away with a heads-up display. However, there are visual clues given for certain situations; if you stay in the dark, the screen will go blue to indicate that you're hidden and out of sight from the enemies. The inventory also seems fairly well designed; if you press tab, a screen full of items will come up. If you double-click to equip items or grab them and drag them over objects, you can use them in the world.

Built on a proprietary graphics engine, Penumbra Overture isn't at the forefront of PC visuals, but its world is a pleasant enough place to explore. The demo did not show any outdoor locations and instead concentrated on indoor locations, such as caves and the inside of a ship. Certainly, the game still needs work in some areas, such as enemy models, with the wolves in particular moving unnaturally and looking unthreatening. However, the team recognises that some of these models are incomplete in this version and says that they will be finished in time for release. Generally, the game is well presented, with accomplished ambient lighting effects and a particularly good soundtrack.

Penumbra Overture certainly shows a lot of promise at this stage, with the small unproven team at Frictional managing to create an enticingly eerie horror game. While our preview didn't allow us to see how the story pans out or much variation in environments, there's no doubt that the game has some interesting puzzles. Combined with an oppressive atmosphere and a high level of interactivity, this makes for a gameworld that we look forward to getting immersed in more. Each chapter is set to last about eight hours, with simultaneous PC, Mac, and Linux versions planned. The first chapter is set for release at a budget price on March 30 in the UK, with two further chapters following later in the year.

21 Comments

  • RaizanZero

    Posted May 2, 2007 10:27 pm PT

    Played the Overture demo, and have attempted to play the Tech Demo, although the Tech Demo is a hell of a lot more freaky than the Overture demo, but I still plan on picking up the Overture game as soon as I find it

  • ryaz_weaponx

    Posted May 1, 2007 10:58 pm PT

    ITS quite promising

  • RytOnMn

    Posted Mar 29, 2007 12:29 am PT

    Sounds like Guybrush Threepwood just met Resident Evil and had his witty turn of phrase silenced by horrors untold? I'm liking the sound of the puzzles, hopefully they'll be quite complex forcing some brain activity out of me... oh, and how similar to Black & Whites' mouse gestures (I mean sensitivity wise - not making pretty symbols on landscape), can you slowly push and be gentle to say, move an object and more aggresive to smash said object or is it limited to the two gestures mentioned? I mean, Newtonian to me is f=ma so the harder I push etc. Still, even if not, I like everything I've seen / read so far, makes my tracked list at very least.

    Pirate: You fight like a dairy farmer...
    Guybrush: How appropriate, you fight like a cow!

  • regnumekal

    Posted Feb 27, 2007 8:00 am PT

    It's a very promising horror game

  • flubagalub

    Posted Feb 22, 2007 11:18 pm PT

    "sounds great except for the mouse gestures sound a little funky.i hope it all works out in the end.love horror games"
    From the tech demo it seems to be done really well. The puzzles are simple yet fun. And trying to close a door to keep a monster away is so much scarier when you're in control of the door and desperately swinging the mouse to try to force the monster out of the doorway. I'm not sure about the combat though, but hopefully it won't be too bad.

  • rugripper40

    Posted Feb 12, 2007 11:43 pm PT

    sounds great except for the mouse gestures sound a little funky.i hope it all works out in the end.love horror games

  • grey-flood

    Posted Feb 12, 2007 1:07 pm PT

    kick it!!!!!

  • Mohamed_h

    Posted Feb 10, 2007 4:43 pm PT

    Call of Cuthlhu was on hell of a horror game .. I hope this one will be the same !

  • cjcr_alexandru

    Posted Feb 10, 2007 1:22 pm PT

    The mouse gestures are something I don't remember to have encountered in a game so far...

  • AuthenticM

    Posted Feb 9, 2007 9:15 pm PT

    Looks very cool.

  • vitalgost

    Posted Feb 9, 2007 10:22 am PT

    I really like the tech demo. It's truly unnerving. They have some spelling and grammatical errors, but other than that, very solid demo. I love survival horror and they seem to know what they're doing. Swedes', who would of guessed?

  • Karl319

    Posted Feb 9, 2007 8:41 am PT

    Wow this is a game now? I remember the tech demo

  • Romanticide

    Posted Feb 9, 2007 5:05 am PT

    The free version of this game, is actually one of the best horror games ive ever played. It's a real gem.

  • SandMonkey

    Posted Feb 8, 2007 4:15 pm PT

    I understand what your saying Humorguy_basic.... but the fact is that a big part of video games is the graphics. If we where all content with current level graphics we would still be playing games consisted of no more than a few different colored pixels. That or PC gaming would fall so far behind current console games that people would lose interest completely despite PC games other features. That said though I do also feel that sometimes too larger attention is drawn to a games graphics, when the creators of a game are clearly not attempting to produce the most visually stunning game ever, but rather on that is fun to play.

  • TehPickle

    Posted Feb 8, 2007 10:52 am PT

    Bravo Humorguy_basic! Bravo!

  • firebreathing

    Posted Feb 8, 2007 8:02 am PT

    uberjannie, he was saying the demo is free, not the actual game.

  • Humorguy_basic

    Posted Feb 8, 2007 5:33 am PT

    'Penumbra Overture isn't at the forefront of PC visuals' Why do gaming media feel they have to tell us what WE think is great, normal, sub-normal, etc graphics? These graphics look plenty good enough for me, and I would rather have a game that looked like this that ran on most gamers PC's than a high end graphic game, that, let's face it, Gamespot would fawn all over, even though it would mean 90% of PC owners couldn't play it!

    What's going to help the PC gaming market survive and re-grow, games like Crysis that about 10% of PC owners will be able to play or games like this that 75% will be able to play?!

    Gamespot, get your act in order and recognise that if every game looked like Crysis it would be the end of PC gaming!!!!! I swear, even if the publishers learnt the lesson and started writing for lower end PC's, the media would still go on about 'graphics that are not at the forefront....' You'd think Gamespot WANTS PC gaming to come to an end by fawning over games most of us won't be able to play and making snide little comments for games like this!

  • sadikovic

    Posted Feb 8, 2007 4:36 am PT

    Gaming is dead! XD

  • uberjannie

    Posted Feb 8, 2007 4:21 am PT

    Free game?
    It will be a budget game, not free..
    Read the preview and youll notice.

  • hivihyar

    Posted Feb 8, 2007 4:05 am PT

    scary scary game D;
    killing enemies with brains.. thats scary !

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