Movement is the first aspect of Carrion that impresses, where just like the many tendrils of your fleshy core looking for a hard-surface on which to anchor, it’s a flow born more from physics and bodily fluids than precise traversal or anything else we’ve come to associate with this style of game. In a very literal sense Carrion is somewhat alien to the genre on which its framework draws inspiration. No map, no clear indicators of where you might need an ability. No one to talk to and no plot involving exposition spouting characters. Just plenty of screams.
Stalk and consume those that imprisoned you to spread fear and panic throughout the facility. Grow and evolve as you tear down this prison and acquire more and more devastating abilities on the path to retribution.
“The general idea that eating humans would make the monster grow was there from the very beginning,” the team tells me. “The final specifics of the system did indeed evolve over time - especially how the different skills are divided between different forms of the creature and how the players have to learn to manipulate its size to overcome various challenges. We believe this “mass-based class system” puts a refreshing twist on the Metroid formula, as it allows us to create more complex puzzle scenarios than if you had all the skills at your disposal at all time.”
This then led into Carrion’s unique look and feel with everything based on physics. “The monster’s movement is physically simulated, so most of its animations are procedurally generated based on those calculations - half of the final effect was achieved thanks to effective usage of point-based physics,” they continue. “The other half of the job was to make the creature look less like a set of meatballs connected by some noodles - which it basically is - by mixing it with some more conventional sprite animations that are quite efficient at masking the underlying shapes of the monster.”