Total Success

HIGH Ambitious, creative horror backed by rock-solid gameplay.
LOW Minor save point annoyances. Some tepid survival elements.
WTF Most of this game is a glorious WTF moment
As someone terminally addicted to horror media, Iām almost immune to being scared. I canāt remember the last horror movie that nudged my pulse north of resting, and as for horror novels, usually the most terrifying thing about them is the awful prose (another genre ravaged by that unholy commercial juggernaut, Booktok). But horror videogames? Reader, they wreck me.
Iām not sure what is, exactly ā maybe itās the agency of being responsible for the imaginary people on screen living or dying, often horribly. Maybe itās the fact that the horror genre, more than any other, derives huge benefits from increases in graphical power, with each successive year bringing hair-raising improvements to Gore and Grue-rendering tech, turning every new GPU into a technonomicon capable of summoning horrors we couldnāt have dreamed of a few years ago. Or maybe Iām just not brave? Even middling horror titles can spook me ā and Total Chaos is much more than a middling horror.

I had never heard of Total Chaos until the opportunity to review it arose. I didnāt know it was a horror game ā preliminary research indicated it to be a reimagining/expansion of a total conversion mod for DOOM II, my favorite game of all time. I also learned it was helmed by Trigger Happy Interactive, the devs behind Turbo Overkill ā an experience that rises above the glut of modern boomer shooters with sublime movement, maniacally creative weaponry, and a cool, un-cringey modern-retro aesthetic. Given this pedigree, I thought I would be getting a dark actioner where the horror iconography doesnāt scare, so much as create a suitably dramatic setting for grim combat conquest.
Thereās action aplenty in Total Chaos, and a hearty helping of mechanical finesse, but it is first and foremost interested in instilling deep dread in the player ā and, in this, it is uncommonly successful. I am crawling through it, simultaneously dreading it, but absolutely drawn to it. Total Chaos has kept me more or less locked at a crossroads between terror, curiosity, and aesthetic admiration.
Courtesy of a standard issue foreboding intro sequence, players are plopped onto rain-whipped docks of Fort Oasis, a rusticated, dilapidated, and obviously profoundly haunted island town. More Universal Player Immersion staples soon make their appearance ā ominous writing on the walls, mysterious logs, foreboding dĆ©cor⦠all of it serviceable, but itās the overwhelming, nigh-physical presence of Fort Oasis itself that does the heavy lifting. Or maybe I should say āheavy sitting,ā because this is a place that that crushes the player with the weight of its claustrophobic, impacted malignancy.
Dream logic is underused in horror, but Trigger Happy Interactive has tapped into it fiercely here. Fort Oasis just feels bad even when nothing bad is happening, in the same way that an innocuous hallway in a nightmare can unsettle by its mere presence. Wending through Fort Oasisās corrupted stone bowels, stepping over its lumpen graves encrusted with ritual candles, stumbling over sodden rock faces or tripping through that venerable and well-loved horror trope, the āmeat hallway,ā there is always a sense of personal malice. Fort Oasis hates the player.

Eight or nine hours in, I canāt say I know exactly whatās going on, plotwise. And to be honest, I canāt say that I care ā and thatās not the fault of Total Chaosās writing. The script seems competent, maybe even better than that, but I play horror games the way I listen to songs ā itās not so much what the lyrics are actually about, so much as how they make me feel. And Total Chaos makes me feel gloriously bad. I was not, and am not, addicted to the mechanics or gameplay of Total Chaos, but the atmosphere and the weight of its terrifying unknowns pushes me forward.
Getting a bit more specific, the protagonist, Mr. Oasis, is not as helpless as the average survival horror star. In fact, in a genre known for low power-level waifs and cackhanded milquetoasts, heās a badass.
Combat is a mix of melee and gunplay, but favors the former. John Oasis has a light swing, a heavy swing, a (sigh) parry, and the ability to throw junk to stun his enemies, setting them up for powerful follow-up strikes. Thanks to solid animation, responsive controls, and excellent sound design, itās convincing, compelling brawling. On top of being really goddamn scary, Total Chaos is a welcome addition to the underfed āmelee FPSā genre, which has been looking for a new champion since Condemned: Criminal Origins.
Underpinning all the combat and exploration in Total Chaos are the current S and C words of gaming ā Survival and Crafting. I donāt have any particular hatred towards these mechanics, although they are being overused by disingenuous schlock peddlers, particularly on Steam. However, Total Chaosās survival/crafting are restrained and un-annoying ā and, in its particular survival horror context, they add an additional layer of unsettling mechanical grit. Using a dirty bandage to stop a bleeding wound, or gnawing on moldy bread or āmonster meatā to stave off hunger enhance the overall abjectness of the playerās plight.

Other horror game tropes, however, do annoy.
Chase sequences have never been a good time to me, and theyāre present here. In a horror movie, they can be effective because they happen correctly the first time. In a game, if the player slips up and has to take it from the top, and each subsequent attempt eats away at the veneer of authenticity ā of unpredictable (albeit fictional) danger ā that is so key to the feeling of interactive horror. Not my favorite.
I also strongly dislike only being able to save at appointed locations. In some titles this isnāt a big deal, but in others itās a pain, and itās a pain two ways in Total Chaos. First and more urgently, it exacerbates the aforementioned fear-weakening repetition issue present in the chase sequence. Also, because players do a lot of crafting at save stations and a lot of scavenging before dangerous encounters, getting booted back to the last save means re-engaging with busywork that is enjoyable the first time, and a brainless annoyance the second time, third, fourth, and so on.
Also, although most of the monster design is deeply unsettling, the first goon the game throws at the player ā a muscular demon in jeans (?!?) looks kind of lame and Unity asset-ish. But this is a small gripe, as pretty much every other creature is weapons-grade body horror.
In fact, pretty much all of Total Chaos is weapons-grade. Its recipe is a simple one ā take rock-solid FPS and survival fundamentals, and flesh them with high-level, imaginatively distinct, and powerful horror. Itās not a subtle experience, but met on its own terms, warts, Wranglers and all, it hits like a sledgehammer in the best possible way. Brace yourself.
Score: 8 out of 10
Disclosures: This game is developed by Trigger Happy Interactive and published by Apogee Entertainment. It is currently available on XBX/S, PS5, and PC . This copy of the game was obtained via publisher. Approximately 9 hours of play were devoted to the game, and it was not completed (but will be when I recover my bravery). There are no multiplayer modes.
Parents: According to the ESRB, this game is rated M for IntenseĀ Violence, BloodĀ andĀ Gore, and StrongĀ Language. āThis is a survival horror game in which players assume the role of a shipwrecked character exploring an abandoned mining colony. From a first-person perspective, players collect and craft items while fighting zombie-like creatures in frenetic combat. Players various melee weapons (e.g., sledgehammers, pipes) and firearms (e.g., pistols, shotguns) to kill enemies; combat is highlighted by frequent gunfire and large blood-splatter effects. Some weapons cause enemies to explode into blood and chunks of flesh. One sequence allows playersā character to climb a chair and place a noose around their neckāthe screen turns black as they kick the chair. The word āf**kā appears in the game.ā
Colorblind Modes: There are no colorblind modes present.
Deaf & Hard of Hearing Gamers: There are subtitles for story-related dialogue, but they cannot be resized. Beyond that, this game is not fully accessible. Lots of important elements in Total Chaos ā monsters approaching, most notably ā are telegraphed only through sound. This is a problem in a lot of first-person horror games, and Total Chaos offers no solutions on that front. An optional HUD element indicating directional sounds with an arrow or similar would be a big help here. A bar showing remaining stamina is available, but itās small, and I often relied on the sound of the main character panting to back off and recover in the heat of combat. I would like to see a resizable stamina bar to counteract this issue.
Remappable Controls: The game supports keyboard + mouse and controllerā and both are fully remappable.


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This review highlights some intriguing aspects of the game! It’s great to see ambitious and creative horror elements paired with solid gameplay. Looking forward to hearing more about how it plays out!
I completely agree! The blend of creativity and solid gameplay really sets it apart in the horror genre. Itās interesting how the minor save point issue can affect gameplay flow, but it seems like the overall experience is worth it.