Exitium
5 😀     2 😒
59,97%

Rating

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$7.99

Exitium Reviews

Exitium is a horror story game that lasts 3-4 hours. Right after being broken up with, you died. You open your eyes in a creepy black and white place, chased by monsters. You have to find out what happened to you by finding pieces of your memory and choosing between forgiveness or revenge.
App ID1180450
App TypeGAME
Developers ,
Publishers Exquisite Games
Categories Single-player, Steam Achievements, Steam Cloud, Full controller support, Stats
Genres Indie, Action, Adventure
Release Date6 Dec, 2019
Platforms Windows, Linux
Supported Languages English, French

Exitium
7 Total Reviews
5 Positive Reviews
2 Negative Reviews
Mixed Score

Exitium has garnered a total of 7 reviews, with 5 positive reviews and 2 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Exitium over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 169 minutes
[i] My Experience [/i] I really tried to like Exitium. I was drawn to the premise of the game, as well as its psychedelic colors. It's a puzzle-platformer that rotates between two level types for the duration of the game. The first of these is a straightforward black-and-white horror level, in which you are trying to navigate from left to right. There are enemies in these sections, which can be pushed using a blast move (hopefully so that they will fall off of a platform and perish) or evaded using a cloak move. The second level type is a "flashback" of sorts in which the player plays as a ghost. It seems that you can complete these levels either by finding and placing a nostalgic item in front of your ex-boyfriend so that he finds it, or by scaring him while he is out of view of other characters in the flashback. I attempted to complete all of these levels by having him find the nostalgic item. Although my character was dead, the game had given me no reason to be bitter. Although there are no "enemies" in these levels, your character will die if she is seen carrying an item, so you'll need to create distractions and use vertical platforms to stay out of sight while moving things around. Some of these flashback levels, at least for me, were tremendously involved and required a massive amount of trial and error. During one play session, I tried the same level (the one that takes place at a paintball park) over and over again for an hour without finishing it. I WAS able to complete it during a subsequent play session, however. Even so, it was hard to imagine that I was doing what the developer intended. It felt to me that some of the gameplay aspects were poorly explained - but I did what made sense to me. For the aforementioned level, I started by waiting on a woman to walk by so that I could pick up the keys to an ice cream truck while her back was turned. Then I jumped over the first building and rode a zip-line down to a platform. I waited until the zip-line returned to its original position and then dropped off of the left side of the platform, careful not to trigger the bridge on my right (which I knew could only be used once due to previous failures). I counted to 10 in my head, dropped the keys, and knocked all of the dishes off of the table in front of me. The woman (who would have seen me if I had just jumped originally) moved in the direction of the dishes, before picking up the keys and walking them back to their starting position. I follow her back, and then pick up the keys as soon as she leaves. The idea here is to keep her preoccupied long enough for me to grab the keys, jump over the first building, take the zipline, and then double jump at the correct time over the breaking bridge to get behind the man she is talking to (so I'm not seen with the keys). Then, I take the keys up and leave them on the platform to the left of the shirt (the nostalgic item in the paintball level). I then climb the platforms on the right side of the banner, get the shirt, and drop it in front of the man who is patrolling the area. He grabs the shirt and walks it to a different area in the level (closer to my ex-boyfriend). This has to be carefully timed, since I could not look down while I was grabbing the shirt to see where the man was on his route. If I fall directly in front of him or the woman he converses with, I die and have to start the level all over again. While he is transporting the shirt, I go back to the left and hop back up on the platform where I left the keys to the ice cream truck. I grab the keys, again having to be careful not to fall directly in front of the patrolling woman. I then follow the other woman backwards on her route and start the ice cream truck. This draws many of the characters in the level to the truck. At this point, I can go to the far right of the level and startle some birds to get a woman's attention, so she leaves the shirt unattended in its new resting place. I grab the shirt, move to the left, and put it in front of my ex-boyfriend. I actually felt that I was in sight of another character (the one he was talking to), but the game allowed me to drop the shirt here. My ex-boyfriend moved forward, grabbed the shirt, and thus completed the level. This walkthrough likely makes no sense at all if you haven't played the game, but I wanted you to appreciate how convoluted the solution was (or...a solution was) to this level. If the story itself was incredible, perhaps these puzzles would feel worth it. But unfortunately, the player is given no background on the relationship before the game begins in earnest with you death and entrance into whatever purgatory you fall into. In addition, the spoken English dialogue is stilted and not delivered in an emotionally resonant way (at least, to my ears). I ended up giving up on the game while trying to deliver soup to my boyfriend in one of the game's flashback levels. I just couldn't justify putting so much time and energy into these puzzles to receive so little emotional or story reward.
👍 : 3 | 😃 : 1
Negative
Playtime: 757 minutes
It's a decent platformer with puzzles. More challenging if going for the good ending because you need to carefully move memory items without being caught
👍 : 0 | 😃 : 0
Positive
Playtime: 359 minutes
[i] As far as the story and visuals go, I enjoyed this experimental game, but the platforming was a bit clunky. For the most part, it's a puzzle-platformer with a psychological twist. The narrative is told from the perspective of a girl that is having relationship problems with her boyfriend. After each platforming section, you get to play a stealth mini-game where you are trying to isolate your boyfriend from the crowd by creating distractions. I suspect that game has 2 endings depending on your actions, I am pretty sure I got the bad one. Even though I kinda knew where the story was going, it still got me, and I am considering replaying it just to see if I can get a better outcome. It takes around 2-3 hours to finish if you don't skip any puzzles, although you do have that option if you keep getting stuck. Aside from that, the game has nice achievement support, assuming that you want to replay the game with no hits and so on. Overall, the game is very creative, but that creativity occasionally comes at the cost of intuitive gameplay. [h1] Pros: [/h1] [u] Narrative & Atmosphere [/u] - I found the story interesting to follow, and the psychedelic stage visuals often complemented the narrative. Additionally, I thought the soundtrack was perfect for this kind of experience. [u] Nice achievement variety [/u] - aside from having generic achievements that are related to progress, the game also has achievements for side tasks and those that encourage replay value. [u] Puzzle Variety [/u] - not all of the puzzles in the game were great, but I like that not everything in the game was about pushing boxes. Sometimes you have to think outside of the box here, and I really enjoyed that aspect. Plus, the game allows you to skip sections if you having problems. [h1] Cons: [/h1] [u] Clunky Platforming [/u] - while the platforming is mostly serviceable, I occasionally struggled with edge clipping and terrain that had poor visual indications. The physics on some puzzles were a welcome addition, but sometimes they did not work as one would expect. [u] Visual Consistency [/u] - being a little bit nitpicky here, I must say that some parts of the game looked too crowded, and I wish it was not quantity over quality in that regard. Being zoomed out so far from the game also made it difficult to appreciate the detail, and I enjoyed the game when it was zoomed in. Being a narrative-driven game, I think they should focus more on the visual experience - if there will be another similar game that is. Not to say that game looked bad, just felt kinda rushed. [b] Overall Thoughts: 7/10 [/b] The game almost made it difficult to enjoy it, but if you persevere, you might find something very unique and creative. Being a fan of games like Gris (a narrative puzzle-platformer), I felt some similar vibes that I enjoyed. I think they could improve on the flow of the story and visuals, but this game had al lot of interesting ideas. [/i]
👍 : 10 | 😃 : 0
Positive
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