Massive sledgehammers and pipe wrenches look brutal, but are a liability because your foes can absorb numerous thumps and thuds before falling. However, a vast portion of them are melee-based, and half of those aren't worth your consideration. Thankfully, Tokaj is a skilled combatant and has a fair number of weapons at his disposal. Upon entering the pit, Tokaj discovers that a mysterious illness has made its way into the air supply, changing mild-mannered engies into murder-thirsty madmen, similar to those seen in movies like "28 Days Later" and "The Crazies." The colonel sends him into the depths of the shelter, where some engineers reported signs of psychopathy among their rank. Tokaj eventually finds a true reason to despise his line of work. Afterfall doesn't paint the colonel as a menace, instead portraying him as an accidental comic relief. His superior, the colonel, ridiculously over-emphasizes half the words he speaks. Sadly, his actor isn't the only one missing the mark. During this scene, Tokaj describes the man's passing as if it's a bad day at the office. Tokaj's emotions don't always jibe with the current situation, as seen in one instance where a key character dies. Wooden voice acting doesn't do the character any favors, either. In other words, Afterfall wants us to care about Tokaj because he can't locate his girlfriend. The best the game manages is separation from Karolina, following a major story event that sends them both into the forbidding world above the shelter. Even so, Albert should exhibit more than abhorrence for his job and a lackadaisical love interest.
Prolonged confinement has instilled jaded attitudes in everyone living within the shelter, Tokaj included. You see, Afterfall is a post-apocalyptic tale, and Tokaj and company dwell within a radiation resistant domicile called a vault shelter. You could easily write off Tokaj's angst as just another day in a nuclear war bunker. There is no reason for players to invest in him, and thus to fear for his safety when horror elements finally arrive. He exudes the qualities of a typical video game hero, but doesn't employ them in any meaningful way. However, Afterfall fails to flesh out Tokaj as a likable protagonist, even during the game's overlong introductory sequence. Their anticlimactic meeting hints at possible future development for Tokaj, perhaps even a transformation. They unceremoniously part ways after a few minutes of chatter, and Tokaj returning to work with a harrumph. They stand side by side while Tokaj groans about how he fell asleep during a consultation and expresses his animosity towards his superior, the colonel. Tokaj also seems less than enthused during the scene, as if he is hanging out with an acquaintance and not his partner. You'd expect the man to light up at the sight of his love, and for the pair to embrace and commence small talk. Early on, Tokaj meets with his girlfriend Karolina at a bar. I know this because he makes his distaste bloody apparent throughout Afterfall: Insanity's campaign. A PDA serves to keep track of objectives and other information."It's like a playable Mad Max sequel. The game uses a 3rd-person perspective similar to titles like Dead Space. There is also a mechanism called FearLock: If Albert's fear level rises beyond a certain threshold, FearLock kicks in and influences the way he performs attacks. Strenuous actions like sprinting or melee attacks are limited in duration by the player's stamina, which is indicated by a corresponding bar on the HUD. He has to face mutant monsters and insane inhabitants, find his way around the complex and try to make sense of the whole situation.Īlbert can wield several kinds of melee weapons as well as firearms, but ammunition for the latter is scarce. When he is ordered to investigate "people acting strange" in another part of the shelter, the real horror begins. He is interested in researching the syndrome and helping those affected, but he also experiences certain issues of his own (e.g. Albert Tokaj, the protagonist, is a psychiatrist living in one of the underground shelters. This unnatural way of live starts taking a toll on peoples' mental health, with an illness called Confinement Syndrome becoming common. Living in the underground facilities, deep down below the surface, has become normal. The actual game takes place in 2035, many years after the apocalypse. The resulting nuclear mayhem forced survivors to hide in underground shelters. Eventually, Germany detonated an experimental fusion bomb in 2012, starting World War III. We are presented with an alternate timeline: Nazi Germany managed to create a nuclear bomb in early 1945, thus ending the war and forcing the allied forces into negotiations. Not an American user? Description Afterfall: InSanity is a survival-horror action game set in a post-apocalyptic world, the Afterfall universe.