Ghostship: Aftermath is the creation of a one man team, and is a very ambitious undertaking that takes your character into the deep reaches of space where you have been sent to see what went wrong with a ship called Goliath. Now the rest of the story is a bit hard to explain, that's because no two adventures are the same. You see the developer decided to allow for infinite playability in this free roaming sc-fi horror game.
The graphics in this game look pretty solid, and you can definitely tell that this game was developed first for a VR device, and then pulled back to allow others to enjoy the game. It does utilize the Unreal engine, though I have some serious questions about the hardware that this game was being developed on. There are several different areas and levels of the ship, most requiring you to move between pressure holds, aka the loading screen. The odd thing is the constant appearance of these pressure holds. I was not aware that the Unreal engine was killing my processor so much that it required very small bite sized chunks of a world to be accessible between loading screens. The enemies that you will face, of course are of the alien variety, and you will be utilizing very generic looking weapons.
The sounds of the game have a very deep space spooky vibe, and you will notice that things that are supposed to be voiced, are indeed voice, if not VERY LONG WINDED. There is the ability to cause two audio dialogue tracks to play one after another, which of course destroys whatever information that you were listening to and have just triggered.
The controls are the usual WASD for movement, SPACE to jump, use the mouse for camera movements, to aim and to fire.
Alright so here's the deal, as I stated before this is a very ambitious project, and I like the fact that the developer wanted people to have a unique experience every time they played, the only problem is that I have yet to have that experience where I am DYING to continue deep into the game. Well let me correct that, I've died way too many times, with very limited ammo, yes survival game, but once I'm out of ammo, the only thing I can do is run to the pressure holds, which what am I going to do then? Oh there's one fun little fact about the pressure holds. It is a one way in, one way out type of system. So lets say you accidentally go into the wrong pressure hold, you were supposed to go to floor 5 but accidentally went in on floor 4. Well what you will have to do is actually exit the pressure hold, and then re-enter it, you can't just turn around and take the door that just a second ago, before a brief load screen was active.
As far as I can tell there is no melee combat in the game, you HAVE to use a gun, and if you don't have one, well I'm not sure what you are going to do, but the game will hold your hand to get your first gun of the game.
There are so many variables in this game that its a bit too much. To be honest I think that the developer probably should have made one hell of a solid storyline, making sure all the pieces of the game work to perfection, and then started to add little random stuff into the game. As it is now, its very cookie cutter, and there's not a whole lot that keeps one's attention, besides the frustrating pressure locks. Oh and if you die in the game, that becomes where you saved your game and so you can NEVER start back at a checkpoint. That reminds me of something else, while we are on the topic, the in game menu, is completely useless, and has a delay on it after you make a selection. Let's say that you accidentally call it up and then you just want to click on Resume game, well that menu is going to stick around for a bit, and of course the cursor is still going to be showing, so you will think that its broken, and I have successfully locked up the game by clicking rapid fire between the only two options on the menu, resume or exit game. With a game this complex there really needed to be a control layout, and perhaps a log/journal to help the player in the game. I still have no idea how to do many of the actions. Yes I have looked at the information from the start screen, but its a completely different ball game when you are in game, and all of a sudden you need to use a key/button that you haven't used yet, and now you have no way of figuring it out short of hitting every key/button.
Unfortunately I think the scale of this project was a little too big, and so this game doesn't really do it for me in the end. I was really hoping for maybe a Dead Space lite type of game, but this game has some enhancements and fundamental improvements before it gets there. This game gets a 4.3 out of 10.