Awful level design and enemy placement. It seems that Chasm is inspired by those moments in Quake and Doom where the game pulls a sort of "prank" on the player, for example, by trapping them in a room full of enemies, or by setting up a trap after luring them with pickups. The designers of Chasm misunderstood the reason why those moments worked: they were rare and unexpected, serving as tests of the player's adaptiveness and quick thinking. In Chasm, almost every encounter is one of these "pranks" (and they get less creative as the game goes on), making it simply annoying to progress. It's almost a troll game, you could compare it to Cat Mario. This wouldn't be such a terrible problem if the rest of the gameplay didn't consist of poorly thought-out maze-like levels that don't establish clear directions. A lever in one corner of the level can trigger a door 3 or 4 rooms away. In order to progress, at one point, you're required to slide a moving wall that wasn't shown to be interactable at any point. There are multiple arbitrary actions required of the player that aren't explained in any capacity. If you don't add clear markers to your game, players will end up lost, confused and frustrated. Some developers "solve" this with handholding (objective markers, pop-ups, etc.), but Chasm decides not to address it at all. The game isn't just trash though. The "raw" combat mechanics are incredibly fun (even if comparable to Quake 1), the visuals are appealing (even if comparable to Quake 1), and the atmosphere is captivating (even if comparable to Quake 1). +1 The Soundtrack is good. -1 The story is bad.
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