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Mar 28, 2011 | 2:55 AM EDT
  • Daily Feature March 29, 2011
  • Weekly 2nd Place March 30, 2011

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Author Comments

Who are you? Where are you? Why are you there? PRIOR: You know nothing.

WASD to move. Right-click to control audio and visual options.

© krangGAMES 2011



Rated 3.5 / 5 stars

Good, but laggy

The game had good atmosphere, but in some parts it was boring to just move without any obstacle, it lacked "substance", something that would make it better. Also, call me an ignorant, but I don't get why people are so sad over this game, it showed war, deception and many things we are used to nowadays.

Note: Im my pc the game lagged like hell and my computer isn't THAT bad. I tried switching to low quality but it didn't work.

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Rated 5 / 5 stars

Very, very, very, very well done

Everything, from the note placement to the subtle shading of the rooms suggested a very dark ending. Everything tied together brilliantly. Very good work.

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Rated 4.5 / 5 stars

Loved the game.

For those of you who are complaining about there being no good endings, just remember this: Good endings are for good people.

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Rated 5 / 5 stars

Very nice!

Nice game.
I love the story.
Sad music.
I hope there will be a next PRIOR.

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Rated 5 / 5 stars

Dark but beautiful.

So, I played all the way through, three times, to find all the endings. I thoroughly enjoyed the theme the whole way through, and the endings certainly didn't betray that theme.

On a technical note, I found no bugs and everything seemed to work as intended. A+ for programming. The jump mechanic was especially nice, with the second jump automatically at the peak. Nice touch.

If I have to gripe about something - and of course I do, or this wouldn't be a constructive review - it would be needing to start at the beginning to get the second two endings. Going and getting the double-jump and gravglobe felt a little tiresome. Though, I suppose it sort of goes with the feel. So I can't complain too much.

As for the music, it's perfect. Subtle and dark, it was just right to set the desolate, abandoned mood of the complex. I barely even noticed it as I played, which, to my mind, is exactly what you want in a game like this: music that perfectly sets the tone without ever overwhelming the piece.

And finally, my notes on story. Alas, the lack of a commenting spoiler tag, so those speed-readers among you reading the reviews before playing, notice the following line:


I was unsurprised by any of the endings, but even that wasn't a bad thing. The family ending, in particular, was gave me that wonderful horrified feeling as all the pieces fell into place. As I read each note I found myself thinking, "No, don't let me have killed my family. That's just too sad." This made walking into the morgue all the more poignant. The pit and the note at the bottom was an excellent sullen finale I didn't quite see coming.

As for the basement ending, it wasn't until I walked into the room that I realize there wasn't going to be any real answers in there. As soon as I saw the knocked over chair, I knew what I was looking at. But needing to walk through the room and turn the light on to be sure was that same horrified, "let it not be so" feeling. I know a lot of people complain about never finding out about the enemy, but personally I think it fits the flavor of the piece. The enemy, and the war, is not what matters. It's all about the character's experience and what happened to him.

Finally, the city ending. This actually the one I got first. Again, all the notes leading up to it made me expect rubble, so I was actually quite excited when I found what I thought was the intact city. The blast even startled me somewhat, and the simple fade to black was a good end-note.

All in all, I can understand why people complain about the game being depressing. It is depressing. But sometimes that's just right. The world is not a wonderful, perfect place. It's nice to see a game that exhibits the darkness of our existence without hamming any points home or over-dramatizing. This game simply shows the results of the experiments and the war, letting the players own emotions drive the story. A "good ending" would, to my mind, be a betrayal of that story. So, I like it, very much.


All in all, I definitely think this game - or perhaps more accurately: art piece - deserves the front page, let alone my 10/10 rating and long-winded review. Aside from my one minor critique about starting over, I can't find any fault. It's not often I find a game I can say that about.

Well done, and thank you.

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