Sometimes they are even able to kill you if you succumb to them. These hallucinations manifest in several different ways and their intensity changes drastically. Very shortly after the catastrophe, you are subjected to hallucinations. The initial shock of seeing your colleague die, and the stress of being in the high tension environment wreaks havoc on the playable character’s psyche. Throughout Narcosis you play as a character who has a tenuous grasp on reality. They are slow and claustrophobic-described as “walking coffins” on more than one occasion. The dive suits allow you to walk the ocean floor, but they don’t offer much freedom. All of those stuck in the habitats were killed, while those lucky enough to be out in dive suits were spared the immediate catastrophe. You are a worker on a deep sea habitat walking around in your half-ton titanium dive suit when catastrophe strikes. But with so many underwater games asking us to brave the depths, Narcosis has trouble distinguishing itself. Narcosis plays exactly to those thalassophobic fears that I could only face in video games. It scares me, the thought of all of that water above me-a complete stranger in an inhospitable environment, surrounded by strange creatures that probably want to eat me. I’ve been finding myself under the sea a lot lately.
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