There’s an undeniable air of mystery about what KARMA: The Dark World might eventually bring to the table, and that was the key impression we got during a recent preview courtesy of Pollard Studio, shared with Game Rant. KARMA dives deep into the psychological horror genre, offering players an opportunity to explore the minds of both its non-playable characters and the protagonist. The game is set in an alternate version of 1984 Germany, unraveling the past of Daniel McGovern, a Roam Agent working for the oppressive Leviathan Corporation’s Thought Bureau. This intriguing backdrop ensures KARMA: The Dark World stands apart, imbuing the game with a distinctive essence that not only adds to its mystique but also boldly pays homage to its influences.
Designed to spark questions, KARMA: The Dark World keeps several secrets under wraps. It’s safe to say, though, that as a forthcoming horror title, KARMA excels in creating unease through its fine details rather than relying on sudden jump scares. Although it begins simply, the game successfully lures players by gradually revealing deeper layers. Players are encouraged to keenly observe the environment for hidden details, and while the puzzles in the preview weren’t overly challenging, they were immensely rewarding to solve. KARMA employs jump scares in a unique fashion, using abstract and psychological elements to leave a lasting impact.
### KARMA: The Dark World – Diving into an Incident Against the Leviathan Corporation
Though Daniel bears the title of Roam Agent for the Thought Bureau, players start by stepping into detective shoes, serving as an excellent introduction to the narrative themes explored in KARMA: The Dark World. As soon as Daniel uncovers the evidence, the plot twists abruptly, plunging players into a room reminiscent of David Lynch’s Twin Peaks.
Amidst red drapery and monochrome floors, players navigate a labyrinth within Daniel’s mind that delves into the guilt and story surrounding the accused, Sean Mehndez. Here, players learn about Sean’s family struggles under the oppressive thumb of the Leviathan Corporation. As the narrative unfolds, a mysterious black substance slowly engulfs the scene and Sean’s family structure begins to crumble. The sole escape involves deciphering an auditory puzzle amid spying eyes and suspended mannequins.
Drawing inspiration not only from Lynch but also from Hideo Kojima, KARMA features elements that echo themes seen in Death Stranding. The incorporation of dolls and black liquid creates a disconcerting atmosphere, all while offering visually symbolic beauty. For instance, at the maze’s end, numerous eyes cause players to question even Daniel’s loyalty to the Leviathan Corporation. Just when Daniel seems on the brink of escaping his hallucination, he’s confronted by a creature that drags him into an abyss, trying to snatch his cassette tape.
KARMA isn’t done unsettling players yet. Subsequent hallucinations lead into a town dominated by inhabitants sporting TV screens for heads, each displaying different faces. This peculiar trait extends to other Roam Agents, contributing to a surreal scenario where Daniel’s colleague confronts a moral crisis without any clarification as to why people’s heads have become screens. Before long, Daniel is tasked with interrogating Sean by tapping into his memories, utilizing this as evidence.
Through a process known as Mind Dive, players channel Sean’s thoughts via Daniel, deciphering the peculiar black substance first seen in the Red Room. Although Daniel gathers enough proof to implicate Sean, he stumbles upon something much more profound when a beast pursues Sean through an office escape. Sean’s missing leg adds a nuanced challenge to the chase, compounding the sense of urgency. Players navigate through a dimly-lit ventilation shaft, with lights symbolizing Sean’s motivation—his daughter. As Daniel experiences Sean’s mindscape, environments dynamically shift, masking puzzles just as Sean’s fear and anxiety physically alter a hallway, echoing a Lynch-directed scene.
In a turn fitting for any narrative-driven investigator, Daniel reassesses his stance when the creature looming over Sean alters the established story by Leviathan. From then on, Daniel and Sean form an alliance, and how their tale progresses will be revealed when KARMA: The Dark World is officially launched. Based on the preview, followers of the psychological gaming genre are primed for a novel experience from Pollard Studio. Even those drawn by the game’s Lynchian inspiration are likely to find satisfaction in its layers. The game masterfully leverages its atmospheric and environmental design to unsettle, following Lynch’s legacy where the infrequent monster appearances only magnify their impact.
KARMA: The Dark World promises to be an intriguing addition to the horror gaming landscape. The challenges it presents are inventive and diverse, yet approachable enough to prevent player frustration. As environments shift and evolve, players will find themselves simultaneously disoriented and impressed by the technical prowess on display. With Pollard Studio crafting a world rich in detail and symbolism, numerous questions await players, ensuring a sense of unease until the curtain lifts fully.