
A scientific mission in Antarctica goes awry when something is released from beneath the ice! Who is friend? Who is foe? Only you can solve the mystery of the Occurrence at JCR Outpost!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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[h1]What is Occurrence at J.C.R. Outpost?[/h1] J.C.R. stands for James Clark Ross. He was a British naval officer in the 1800's. He is remembered for his exploration of the Arctic with his uncle, Sir John Ross, and Sir William Parry. Furthermore, he is also known for his own expedition to Antarctica. You play the role of the new administrator of the outpost which is located in the Antarctic. Your aim is to gather scientific samples from under the ice. However, it quickly becomes obvious that things are not as they seem. This is because there is an ancient monster in the midst with the intention of killing you. Therefore, you will quickly discover that the game is one of cat and mouse. Due to the subject matter of the game older science fiction readers and viewers will immediately recall John Carpenter's, The Thing. It is also clear that the developer has drawn further inspiration from classic adventure games such as Maniac Mansion, Zak McKracken and the Alien Mindbenders and many more. As I am an older gamer and was raised on these types of games I was immediately interested in finding out whether Brizzi's writing and game design skills could rekindle some of those memories. [h1]A Retro Inspired Opening[/h1] The welcome to the game was not a pleasing one for me. Windows 10 advised me that the game was not at my optimal settings. This was a little distressing as it is the first game to do that. As a result my first visit was to the settings screen. Thankfully I was able to change the game's settings to a full 1920 x 1080. The second thing that I noticed was the old midi style computer sounds. However, given the style in which the game is firmly established - retro - it is somewhat unsurprising that these choices have been made. This is especially relevant when considering the marking of the game in both the graphics and sound department. The quality of the graphics and the sound both leave a little to be desired. However, the emphasis on the game is in neither department so you theoretically could listen to a podcast and ignore the graphics for the most part. In fact, I would almost argue that the game may be better played with neither. Unfortunately, this may decrease the already niche audience for this game. [h1]Choose Your Own Text Adventure[/h1] The player does not move their character throughout the course of play. Instead, you are given a number of options in each room and you must choose one of them to advance the game. Therefore, the game is played almost entirely through the text related offerings. It almost feels that the graphics themselves are irrelevant. This, in some way, is a reminder to how games used to be like long ago. This further puts the game into the niche category. Because of this older gamers - or those who have played the classics - are much more likely to gain a positive experience from the game than younger whipper snappers who have not played this type of game before. [h1]The Monster[/h1] When you finally get to the stage where you release the monster it will hunt you down. It will also attack the other members of your crew. When it has successfully killed them it will shapeshift into them. You will only discover that the monster has shape shifted into one of your crew members when you are alone with that particular member. Once this occurs it shapeshifts back into its natural form and will attempt to devour you. This will be successful if you have nothing to defend yourself with. Therefore it is always important to find a weapon and to have one with you at all times. Thankfully unless you're being lazy this shouldn't be too much of a problem as there are a variety of weapons scattered throughout the game. [h1]Short Playthroughs[/h1] Once you come to grips with the gameplay and learn what is expected of you individual gameplays are about an hour long on average. The game has been designed to support multiple playthroughs. However, unless you are a perfect game achievement hunter, I do not believe that your gaming hunger will be satiated by playing this game multiple times. Therefore at the cost of $9.99 for a little over an hour's worth of entertainment the cost per hour ratio is sadly very high. [h1]The Annoying Parts[/h1] Unfortunately, the game has some very annoying components to it. First, let's look at the rest, eat and bath component of the game. You are forced to do each act on an in-game hourly basis. I don't know about you but I certainly do not need to do each of them every hour. Because of this I argue that the game includes this feature to artificially increase both the difficulty of the game and the amount of time that it takes to complete a playthrough. Consequently, this is not a system that I support and wish that it was stripped from the game. Secondly, and perhaps even more aggravating than this is the way in which the game coded the AI. If an NPC is standing where a door is the game removes the option of going through that door. No "excuse me dude, get out of my way I need to go through that door" option exists. When this happens you have to choose another option one of which is to do nothing but wait. I would argue that this feature is either bad coding or another example of the developer wanting to unnaturally increase the amount of time it takes to complete the game. [h1]Is it Steamified?[/h1] Partially. There are no trading cards but there are a set of 12 Steam achievements. [h1]Verdict[/h1] Some retro gamers may get a kick out of the style of the game. However, I find the gameplay in Occurrence at J.C.R. Outpost to be limited and the playthroughs short. There isn't enough of a lure for me to persist with the game through the first playthrough. Consequently, the $9.99 asking price is inflated when considered from a value perspective. The likelihood is that you will pick this up in a bundle at some point and unless trading cards are added to it it will remained unplayed. This is a shame as I really wanted to like this one. For similar reviews and our popular giveaways (including hardware) please consider visiting [url=http://www.steamified.com/]Steamified[/url]
Note: This game was reviewed with a code provided by the developer this doesn't change my opinion about the game. Occurrence at JCR Outpost is an adventure game inspired by John Carpenters The Thing and classic adventure games like Maniac Mansion. It's not as scary as The Thing, but it's pretty fun. The story is you are a scientist in an outpost who is there to open a ice hole, but after opening it you find out that you let out a monster who can shape shift into your crew, so you have to figure out how to contain it. The gameplay is not a point and click adventure game, but more of a choose an action and see how it pans out. You also have to take care of yourself, like sleep, eat, and bathe so you don't black out and have to backtrack to some place. You're given a bar which tells you how much time you have left until you black out and before every action you have a nifty time counter which tells you how time you will use up doing a certain action. The puzzles are fairly simple. It revolves around exploration and using certain items in certain places. There's only one difficult puzzle, but after that it's a fairly simple ride. Now let's talk about the monster itself. The monster is a lot like the monster in The Thing. As soon as you let it out, it moves around the map and hunts down your crew. The monster will kill them and will then shape shift into them. The only way to know which crew member is the monster is you being alone in the room with it. It will then shape shift into this crab creature and will kill you if you don't have anything to defend yourself with, but don't worry there are multiple weapons scattered around the map so you have plenty of chances to save yourself. Atmosphere is also really good. Since the map is small and very claustrophobic, it helps build tension when you're among the final people alive. The pixel art style is alright for the most part. It's nothing too special and I didn't mind it that much, but the soundtrack is a whole different story. The soundtrack is beyond horrible. I liked the intro song, but the song that play's during the game is terrible. It was annoying and it wasn't that good. The game has a few negatives as well. The game has one big problem and that's the crew AI. When you do certain actions, your crew members will also do something and this sometimes happens to be blocking doors. When you want to go somewhere and they're standing in front of the door, it's impossible to go through it. The monster is also sometimes a pain in the ass to deal with. I had a run of the game where I was stuck in a room with the monster and I had no weapons, which forced me to restart the game from the start. The game also has this strange bug where you can access the final area of the game without even solving the puzzle. Just by inspecting the door you can get through it, but the puzzle within the door isn't solvable. This issue has now been fixed. The game lasted me 40 minutes to finish and for the current price I really cannot recommend it. It's way too short and I think if it was 5 euros that would be a better deal, but the game is definitely worth the time. Overall I liked my time with Occurrence at JCR Outpost, it's a fun game inspired, by an awesome movie. If the issues are fixed and the prices is a bit lower this is a decent game that's worth your time. Pros: + Great Atmosphere + Puzzles are well designed Cons: - Incredibly short 8/10
Let’s start very briefly and clearly, if you know barely nothing about Occurrence at JCR Outpost and screenshots looks interesting to you, don’t read any reviews and go for it. This way you can enjoy it. You’ve become an admin. Finally! Well ... The Antarctic research station admin. In a secluded area of permafrost you command tough guys who gather and analyse samples from under the ice. It’s not an easy job, you suffer from isolation, monotonous work and desire to make a breakthrough in research. And suddenly it comes, an ice crack was identified. Your job as manager is to drive to the cracks, blow it up using dynamite and figure out what’s in it and what new it brings. Simple task. But your command is not exactly an example of discipline. Guys can do almost whatever they want, and one of them unauthorised took the key from the garage with dynamite. First you have to find out who took it, and then continue on your mission. Occurrence at first looks like a retro adventure with the flair of movie The Thing and Lucasfilm’s adventure games from the ‘90s with the midi music and the sounds you probably don’t even need a sound card for. In fact, it is rather a mini puzzle adventure game, because pure adventure game elements are only few and your goal is to perform a series of correctly chosen text options that lead to the goal. In the game you are moving only by selecting the right options and all you need is one finger on keyboard. You can move to the rooms, hold only one item at the same time, talk to a team member or just wait a while doing nothing. That’s because the whole game is acting as if it takes place in real time. When you take an action, others do too, so to track down the owner of the keys you need to survey crew rooster and map to find out where he is and meet him. To make it more difficult, the game also features "survival elements" where you need to eat, relax or go to the toilet / take a shower. It slows you down and away from searching for the right people. The main part of the game begins after completing the first task. From the crack under the ice "IT" appeared, and it goes after the crew and of course after you. In that moment, you have to perform tasks with great caution, because "IT" gradually kills crew members, you can hold only one item (a weapon, if possible) and get somewhere safe. The game is really pleasantly chilling with oppressive atmosphere at these moments and you feel like you’re just a one step from death. And you’re tired, hungry and you’ve discovered another crack in a service shaft... The problem of the game, however, is its brevity. During the first play you’ll find out options, controls and strategy, and during the second play you no longer have a bigger problem. You’ll find that "survival" features are not so important, because when you pass out nothing really happens and you just appear in another room. Crew members have nothing to say and to find the needed keys is just a matter of few keys presses. And "IT"? You can get defensive items in a few places and you are always one step ahead, so you can decide which way to escape. Everything is resolved within an hour of playing and for a set price that’s very little for such a nice concept.
A fun, satisfying homage to John Carpenter's The Thing. It's very short (less than an hour and a half) but definitely worth your time.
I died because you can't carry a weapon and a computer program tape at the same time, and you can't escape a room with one door. Very realistic.
This is an interesting adventure game, and in some respects it reminds me of Friday the 13th on the NES. I don't recommend getting this game at the base price of $10. It's pretty short (took under an hour to finish) with no replay value. Speedrunners might want to take a look at this.
♥♥♥♥♥♥♥ 1/10
Interesting design; providing you with a text-driven, time-sensitive, rogue-like, choice-based experience with a Commodore kind of visual design. If you can get into these particular styles and ideas, you probably are going to like this game. But only- LIKE. It feels like a love letter to games like Maniac Mansion and CLEARLY movies like The Thing, but lacks the divergent branches and real terrors that Carpenter movies and the SCUMM games were famous for. The gameplay feels like it probably started as something more ambitious, but this completed build feels under-baked in almost all aspects. Basic gameplay is this, your scientific crew are trying to break some ice sheets for science, but nobody returns the keys back to where they're supposed to go, so you need to go TALK to everyone to find them, all while your energy, hygiene and ability to stay away depletes. This talking is the problem, because after the chaos is released, and crew members become fewer, and the halls grow more empty, the TALKING is what's going to get you in trouble as you try to open all the outpost's doors. Once you unleash the horrors of the icy depths, one of your mates becomes an abomination, that's slowly killing off the crew. Your job is to stop the monster. So, seems kinda cool, right? Each game starts with a randomized set of characters, so you won't know that "Bob Johnson" has that first key you need, nor will you know that "Fred Smith" is the monster. However, this leads to characters who are very cookie-cutter, and with 8 of them and most dying off screen while you're using 60% of your energy to move anywhere to do anything, it doesn't feel like you could've done fudge all to prevent their deaths, and so they're just there to be killed or drop keys. There just feels like a more interesting concept here if each crew member had a role, like engineer, or medic, and you could ask them to do tasks, like open a passage or heal someone else, and you COULD be accidentally assigning the creature in disguise. Instead, the monster just kind of walks around and kills anyone at anytime and they don't seem that bothered by all of this. My biggest problem is that if we're going to make the rest of the crew simply a key shuffler, then you've gotta make the monster intimidating and fun to get around. In a lot of ways, the faux-amiga graphics do help with the Lovecraft horrors of something incomprehensible. The actual transformation is surprising and works well within one's own imagination. However, then it just stands there, waiting for your text-based move, meaning the fights always have the correct solution to remove oneself from it, and sadly, the game can get hung up in a stalemate like situation when you're trying to leave the corner of the map after the crew mindlessly walks into it's maw. The monster can only be distracted if you're holding something; a reel of film, dynamite, a fully loaded gun. So, you grab the object you need, run into the monster, throw said object, run back, and hope you can wait, shuffle and avoid the AI so you can get past without having to use the object as a distraction. It's one trick, and once you figure it out, it kinda makes the one and only antagonist (one "Chad David") kind of a joke. In Maniac Mansion, walking into the wrong room could get you in trouble with Edna, so having to quickly point and click your way out of bad situations gave the player agency. But does this game have a deep and interesting story if you're looking for it? No. It doesn't have that either. It's an hour and a half experience, that you wish were deeper and longer. Buy it on sale. This feels like a first game, and would PROBABLY be better suited for itch.io or NG, BUT I did have fun with it despite all these negatives. There's a much better game beyond this experience, and I hope Brandon takes this concept and expands upon it because what the game does nail pretty well is tone.
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