Разработчик: Frictional Games
Описание
Trapped in a shadowy, underground complex, intrepid explorer Philip is determined to discover the truth behind his father's disappearance.
Surrounded by enemies and assaulted by terror from all sides, Philip must collect clues and solve vexing puzzles while combating the gnawing psychological terrors that assail his mind and threaten to strip him of his sanity.
Can Philip master his fear and finally uncover the truth behind a mystery that has haunted him for a lifetime? Only you can decide...
- Cutting-edge game engine featuring modern 3D and physics technologies Adapted motion blur effects and a new unified lighting system with real-time lightning create great depth with a realistic atmosphere of psychological horror.
- Compelling and detailed story Finding the answers to questions of the mystery of Philip's lost father throughout the game, with new explanations and a complete storyline wrap up.
- Highly interactive environments You can interact with any object not nailed to the ground! Focus on, pick up and move around objects through a simple drag and drop interface.
- Environmental sounds system The sounds of the different environments are contributing to the atmosphere and give the player scaring hints of dangers.
- Puzzle solving challenges Horror adventure game in puzzle-like style with bonuses and incentives to challenge the player throughout the game.
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows 2000/XP
- Processor: 1Ghz
- Memory: 256MB
- Graphics: Radeon 8500/GeForce 3 (GeForce4MX not supported)
Mac
- OS: OS X 10.7.5 - 10.15.0 This product is not compatiable with macOS 10.15 Catalina or later.
- Processor: 2.0Ghz
- Memory: 1024MB
- Graphics: Radeon 9600/GeForce 4 (GeForce4MX not supported, Integrated graphics might not work.)
- Hard Drive: 2.0GB
Linux
- OS: Linux Ubuntu 12.04 or newer, 32-bit libraries must be installed
- Processor: 2.0Ghz
- Memory: 1024MB
- Graphics: Radeon 9600/GeForce 4 (GeForce4MX not supported, Integrated graphics might not work.)
- Hard Drive: 2.0GB
Отзывы пользователей
A sequel to the first game the game continues where the last game ends. You start in the underground complex trying to make it the end of the game. You don't have weapons in this game meaning you have to avoid enemies instead of fighting them. The puzzles in this game I don't like since I'm not into puzzle games that much. It's best to use a guide to help you get through the puzzles. You see new enemies in the game that hunt you in the game If you're in their sight. There are new items like a gas mask you need to get through gas leaks. I give this game a 7 out of 10. There is a seuqel named Penumbra: Requim but it's mostly a puzzle game with no enemies at all.
In this BONE CHILLING continuation to the penumbra series you play as PHILIP as he tries to avoid GREEDY GUESTS. Yes yes yes! Scariest game ever possibly?
Hint: This game may be a bit scary for younger gamers!
Я впервые узнал про эту серию игр в эпоху летсплеев, но спустя столько лет помнил только то что действие происходило где-то в арктических условиях, в подземном научном комплексе и что там есть собаки и зомби.
Сейчас эти игры конечно ощущаются очень камерными и совсем не такими страшными как в детстве. Но есть в них какая-то притягательная атмосфера и они навевают ностальгию по тем беззаботным временам.
Если вы не застали ту эпоху, то вряд ли вам понравится Пенумбра. Но, тем не менее, стоит дать ей шанс.
СПОЙЛЕРЫ!
Удивился когда узнал что третья часть по сути является ДЛС, да и то неполноценным, так как оно никак не двигает сюжет. В конце второй части ощущается какая-то недосказанность и финал остается открытым, но хочется узнать чем конкретно закончится эта история.
Есть две фанатские части-продолжения, но их разработчики сами предупреждают что сюжет не является каноном. Я посмотрел немного прохождение Necrologue на ютубе и мне продолжение истории показалось неубедительным, так что самостоятельно проходить не хочется.
Так же осталось несколько вопросов, которые у меня возникли в ходе прохождения второй части. Сколько времени Амабель пряталась в своей лаборатории? Почему она сохранила рассудок в значительной степени, в отличие от Рыжего? Почему разработчики сделали локации такими разрушенными и ветхими, но при этом персонажи ведут себя так, словно ЧП произошло неделю назад? На наших глазах в одном моменте игры ученый падает с лестницы, т.е. он еще был жив перед падением? Как он прожил в этом комплексе так долго? Да и в ученом который лежит в начале игры еще есть свежая кровь, которая подходит для сканера.
Еще в игре есть журнал посещений, который показывает очень странные данные в контексте истории. Сколько вообще времени герой провел в этом комплексе?
В этой истории определенно есть хронологические аномалии, но кажется что никому до этого не было дела. Когда я вбиваю в гугл хронологию пенумбры, то мне выдает темы "В каком порядке проходить части игры?". Возможно, я был невнимателен и пропустил моменты, дающие ответы на мои вопросы.
Anyway, мне дилогия Penumbra понравилась.
Pretty scary. Ending was a little underwhelming.
Good
I think this game was much better than the first.
There were a few puzzles I had to look up because of how convoluted they were, but it mostly made sense.
The story was also a lot cooler. It dipped its toes into other-worldy lovecraft.
They got rid of the janky ass combat from the first game, thank god.
The story is gold, the atmosphere is amazing, and the level design is a major step up from the first game. Very enjoyable overall, not too difficult, and a showcase of what Frictional would do with Amnesia.
If you liked Amnesia or any of Frictional's other games, this one is a must play.
Yes!
If you have the 10fps while looking at a direction bug and own Nvidia GPU, disable "Threaded optimization" for your penumbra.exe in Nvidia Control Panel
If your game crashes after the 1st cutscene, a possible fix is remove Penumbra Overture and reinstall Penumbra Black Plague
It was very enjoyable still worth playing for a short kind of silly time!!
Non spoiler!!
The puzzles in this game where great and the game never felt super unfair where i was dying over and over again for no reason. If i was dying it was because i was doing something stupid and not taking the time to think things over. The enemies in this game were scary but never made the game feel like they were impossible. I think the first scare of the game was my fave.
Reading through the notes never felt like a slog and i enjoyed running about the place and finding all the cool terminals to interact with. I enjoyed that the save points where strange little nodes. And I liked that I could break things like ketchup bottles, really took the edge off while I was sitting around in the dark.
If you play the game with decent brightness as well you will literally never run out of batteries, i only ended up using the flashlight to bait the baddies.
Spoilers!!VV
Only gripe was that at the very very end of the game i wasn't sure how to beat the last maze puzzle and I'd soft locked myself and had to listen to the hivemind talk at me for a long time to do it all again. I suggest saving after you make the chemical compound to cure yourself. Also regarding the chemical compound, the graphics where all messed up on mine and i literally couldn't read the labels on the buttons to do the puzzle, so just look up the compound otherwise you'll be there for a million years.
Sort of wished I could have kept Clarence, he was a funny guy.
Get chased by scary white man(monster). Good
quite a fun game
ending was dissapointing however
pretty good overall
Penumbra: Black Plague does everything the first game did, just slightly better.
Cool series, neat prototype for Amnesia and later frictional titles. Gotta love that little rascal Clarence.
i liked this
First part is much better to me, but you should still play this if you enjoyed the first.
bad
Puzzles are just about right challenge for a monkey brain like me as they are just hard enough to stimulate dopamine release without too much frustration from thinking.
Only problem is now since the first game you have become a pacifist and no longer have capacity to defend yourself.
You now only have two options when confronted by hideous and very aggressive naked mutants with strangely deformed but incredibly big bendy members :
Be beaten to death while you have a huge weird johnson shoved in your face.
Or run away.
Hiding in the dark is no longer an option as those mad basterds now have flash lights !
So I would recommend this game to any gimps who enjoy beatings from naked mutants but If you prefer dog murdering then you will still enjoy first game much more.
This was beyond amazing, the story was captivating and it really blend in with the first episode.
Everything was answered in the final scene and it was really good, I am glad I decided to play this series for October 2024, I might try the next one too since now I am curious what happened and why it isn't that good.
9/10
It's crazy scary
Gameplay is okay, sometimes a little obtuse. The writing isn't terribly good. What really kills this game for me, and what I want to warn others of, is a soft lock near the end of the game that still hasn't been fixed in all the years the game has been out.
If you liked the first game, you'll also like this one. Imo, it's even better than overture. The atmosphere is great, and it removes the combat, which makes it a bit more creepy.
trash 2
A big step up in quality results in a bolder sequel that's well worth your time if you enjoyed the original.
As a heads up, this is a direct sequel to Penumbra: Overture, if you have not played that yet, you really should as this takes place immediately after that game finishes.
Overall most of my praise and complaints are still the same from the original.
It's AI is bad, the lighting's too bright, length is short and needing to mess with config files to make this run at a higher resolution kinda sucks, but the atmosphere and story telling which the original did a good job delivering is further enhanced here.
While the story of Overture was very non-descript of what was actually going on, this game actually gives some answers. It's kinda weird but I'd say it works pretty alright due to having more characters/notes to work with this time around.
The puzzles are a bit more challenging, one thing I appreciate with most of them is that you often get locked into a room, implying that you have all you need to solve a puzzle, so there's no need to backtrack.
Combat's outright removed and I'm thankful for that because enemies in Overture were very easy to exploit at best, and just downright timewasters at worst. The AI still leaves a lot to be desired, and usually there's only one threat patrolling and even then its vision is lacking, but I will still take them over the dogs...
Atmosphere's also pretty alright but you definitely don't get that same sense of history like in the original, less mines with history and more labs/organisation with their own history.
If you found any enjoyment in Overture, I'd definitely recommend this, better in nearly every way
I enjoyed the game, but the story felt a bit disjointed.
In the first game, Penumbra: Overture, the plot centers around uncovering the remnants of a WW2 bunker, which provided a great, atmospheric setup. The setting was intriguing and the horror was subtle, creating a creepy vibe without being too over-the-top.
However, by the second game, "Black Plague," that focus seems to have been completely abandoned in favor of surreal horror elements involving aliens and demons. It seems Frictional Games often has an issue with these surreal tangents. While it was cool in its own way, I preferred the direction of the first game. Looking back, it feels like the developers weren’t sure where they were going with the story during Overture and then shifted it entirely for Black Plague.
There are also a few plot holes. The most noticeable is the inconsistency in how the virus affects people. You have characters like Amabel who retain their intelligence, while others turn into completely deranged, alien-like monsters. Another issue is the Tuurngait itself. It’s portrayed as a highly intelligent, ancient consciousness, but the game never really explains what it wants with humans. The ending claims the Tuurngait is peaceful and misunderstood, which is hard to reconcile with the aggressive behavior of the infected throughout the game. This would be fine if it was ever explained in a twist or something (like where the Tuurngait are evil and they're deceiving Philip), but it isn't, so this is all we have and it doesn't make sense.
Lastly, the Tuurngait can communicate telepathically, but it only seems to do so when it's convenient for the story. Why it communicates clearly with Philip sometimes, and not at other crucial moments, is never explained.
I think the series is worth playing, it's a great horror series from the turn of the decade before horror games became common place and riddled with jumpscares.
BEST GAME EVER
81.6914N & 58.31540
Penumbra: Black Plague is the follow-up chapter of Penumbra, a game developed by Frictional Games. The developer has always wowed me with its games inspired by Lovecraft's tales, as well as being able to instil an atmosphere of horror because of its inventive narrative. Although the game is old, its story keeps the aura of bewilderment intact for those who enjoy a strange adventure into the unknown. We feel like we're wrapped up in the blanket of the unspeakable.
Philip reflects on what happened up to the moment of his capture. Staring up at the ceiling with the tingling sensation of vertigo, surrounded by decaying things and giving off a foul smell, Phillip regains his senses. The door is locked; and in a nook covered by a shelf, there is a clogged air duct with a rusty rack. Then Phillip finds a coin in a locker. With the certainty of minting an impromptu tool to serve as a screwdriver, he notices that a vice is propped on the table. He inserts the coin and squeezes firmly until one of the edges gets the right size to fit in the screws.
Before heading off, he comes across a brief note. Someone apparently knows his whereabouts. Deftly hefting his improvised tool, with fetid and frigid air wafting through the ducts, Phillip escapes in the darkness, accompanied by a flashlight. Soon he gets to the other side, but the air duct is broken, and that's when he stumbles upon one more note that instructs him to follow the marked arrows in red. In this way, with the worst in mind, in trying to find his father, Phillip's spooky story takes place.
Mankind is a visceral being by nature
If we read the description of the technological features implemented, they were a novelty for the game at that juncture. It's not the technology put to use, but how someone narrates the story and finds ways to stage and portray it. Penumbra is mesmerising and enigmatic. Each place within the game exudes a gloomy atmosphere owing to an unusually dim combination of lighting, decay of things, and a lingering sense of desolation with discoloured textures. Without glossing over the soundtrack composed by Mikko Tarmia, it strives to evoke the proper vibe of out-of-this-world strangeness with ambient pieces that recall the heyday of horror films from the 80s and 90s.
As I pointed out at the beginning of this review, this is the second part of the sequel. The plot is depicted as a re-enactment. We’re immersed in the protagonist's past. Here, the story delves even further into the research facility located in Greenland. It reveals us more details about the Tuurngait's past, the creatures that existed before the advent of humankind, as well as the purpose of the facility. In the style of Lovecraft, who opens up to cosmic horror in which the paranormal is nullified by incomprehensible organic abnormalities, this game adheres to this perspective through a virus that is responsible for all paranormal anomalies. Thus, at all times, there are thought-provoking reflections that invite the player to meditate and feel about our nature by way of a well-written lyrical script.
The horror of the unknown is experienced by the creatures who dwell there, but even more so when peering at the documents and the context within which they've been portrayed in the settings. Reading is a key action here to find out more about the unearthly world of Penumbra. Although the journey is lonely, a reminiscence upon another reminiscence impacting our personality —or when listening to other characters without seeing them— pulls off to give meaning to our need to be sociable and look for answers or reassurance for our existence. It's a horror adventure that touches on intriguing themes or subplots, upon which the character unravels his bitter purpose.
We are: a self with two faces
The story engulfs us in an unnerving stupor. It's expounded in fragments throughout the map, and each room contains a detail to shed light on the lore. However, in the gameplay, being stealthy survival in the first instance, our character is defenceless to any peril. Although painkillers can replenish the bar of health, the proposal is to stay hidden and slip away unnoticed most of the time. We're going to solve the puzzles discreetly, and, at the same time, there is a nagging sense of tension above us at every moment.
As a Frictional Games game, this game bears its hallmark: the feeling of madness as a result of darkness. The character panics when spotting an enemy getting close; or when he's in the dark for a long time. We can rely on a flashlight with limited batteries or a long-lasting glow stick, although there is a risk of getting spotted. The intention is to investigate everything, despite being surrounded by hostiles. Puzzle-solving is the main feature of the game. Therefore, it's advisable to scrutinise all the documents. And to solve this problem, it's important to carefully stare at the environment. The resolution implies a correlation between object and environment.
The feature of the game that I liked the most is the non-existence of tasks' indicator. Although the protagonist will take note of what needs to be done, an old horror game depends on the player's perception, savvy, and attention to details. Following clues points the path. So, the game encourages the player to speculate on the following hypothesis: if you're locked in this room, what would you do to get out? It implies logic and common sense. What I didn't agree with was the offbeat structure of the game, which turned into an escape room. In fact, each room is a puzzle. If we solve the riddle, then we're going to know more about the story. A proper balance between gameplay and narrative would be necessary to preserve all the tension generated at every step of the game's progression. It's a well-written story (a Tuurngait test) but cluttered with unnecessary riddles.
The voices that whisper in the darkness
It is still alive. It's an old game, but its masterfully written plot is intriguing. Likewise, it isn't a poem either, but its lyrical form encourages the characters to spontaneously express their musings and feelings. The plot develops some introspective concerns about the protagonist. The game addresses many issues and, overall, reveals the limits of human character. And, as we know, the story is influenced by Lovecraft's literature. Personally, I prefer the first game even more for its fair balance between narrative and gameplay. This second part gives the ending in suspense, which is the essence of the game, without the need to conceive many chapters.
Recommendation: 8/10
liked it
THIS was a great conclusion. No clue why they made Penumbra: Requiem. I guess it's a DLC that people say furthers the story and answers questions or some bulls**t. It doesn't.
If you only play Overture and Black Plague, you will be satisfied.
Very scary lol
Игры похожие на Penumbra: Black Plague Gold Edition
Дополнительная информация
Разработчик | Frictional Games |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 05.12.2024 |
Metacritic | 78 |
Отзывы пользователей | 94% положительных (1350) |