Compara los precios de The Flock en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Vogelsap. Publicado por Vogelsap. Lanzado el 21/8/2015. Disponible en PC. Géneros: Action, Indie. Puntuación Metacritic: 36/100.

A genuinely eerie asymmetric horror concept that shipped half-finished and whose servers died before its own designed apocalypse could arrive. Approach with curiosity, not wallet.

My honest first reaction to The Flock was something close to admiration: here was a small Dutch studio swinging for something genuinely strange. The core loop pairs two completely different experiences inside a single match. As one of the Flock, you are a fast, limb-scrambling creature stalking a glowing target through shadowy industrial maps, using cover, patience, and a freeze-in-place mechanic that turns you to stone if the light catches you moving. As the Carrier, a slow, jump-deprived humanoid wielding the Light Artifact, the game becomes a paranoid survival horror sprint where spinning around to catch a frozen creature directly behind you produces genuine, unscripted dread. That Weeping-Angels quality, where standing still saves your life, is the best idea here, and for brief stretches it works. The trouble is that the whole structure surrounding those flashes of tension is skeletal almost to the point of transparency. Three maps total, one game mode, a match-to-match loop that critics and players alike described as completely predictable within the first few minutes. The Flock creature has some abilities worth noting: a decoy-and-teleport trick usable once per life, and a scream that buffs nearby allies. The Carrier charges the Light Artifact through movement and hunts glowing score orbs scattered around each level. Mechanically these pieces have potential, but the maps are too few and too samey to let that potential breathe. Reviewers at launch landed on words like drab and monotonous even after just five minutes of play, and the visual quality of the environments and Carrier model read to many as an unfinished alpha build rather than a shipped product. Then there was the population gimmick, which is the thing most people remember about The Flock. Vogelsap seeded a global counter starting at over 215 million lives. Every in-game death anywhere in the world would decrement that counter by one. When it hit zero, the game would stop being purchasable and all existing owners would unlock a promised climactic finale before the servers went dark forever. The concept is genuinely fascinating as a piece of game design philosophy, a built-in mortality arc that the developers intended to give the multiplayer experience weight and stakes over time. In practice the player base never got close. Poor sales meant low concurrent numbers, and the servers were eventually shut down quietly, the population counter frozen long before any designed ending could fire. The promised finale never happened. The story of The Flock is ultimately the story of a concept outrunning the game it was attached to. If you are picking this up today, you need to be clear-eyed about what you are getting. The servers are offline. The population mechanic is inert. Whatever matchmaking existed is no longer functional for general play. This was always a game that needed an active community to deliver its horror, and that community was never large enough even at launch. What remains is a curiosity, a playable artifact of a particular moment in indie multiplayer ambition, circa 2015, when asymmetric horror was briefly everywhere and nobody could quite figure out how to sustain it. The idea underneath all of this, the Carrier as hunted rather than hunter, the light as weapon and liability at once, was worth making. It just was not, by any honest account, made well enough to survive contact with reality. Kai, Scout Team

The Flock

The Flock

21 ago 2015Vogelsap
GamerScout opina

A genuinely eerie asymmetric horror concept that shipped half-finished and whose servers died before its own designed apocalypse could arrive. Approach with curiosity, not wallet.

PC
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.74

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My honest first reaction to The Flock was something close to admiration: here was a small Dutch studio swinging for something genuinely strange. The core loop pairs two completely different experiences inside a single match. As one of the Flock, you are a fast, limb-scrambling creature stalking a glowing target through shadowy industrial maps, using cover, patience, and a freeze-in-place mechanic that turns you to stone if the light catches you moving. As the Carrier, a slow, jump-deprived humanoid wielding the Light Artifact, the game becomes a paranoid survival horror sprint where spinning around to catch a frozen creature directly behind you produces genuine, unscripted dread. That Weeping-Angels quality, where standing still saves your life, is the best idea here, and for brief stretches it works. The trouble is that the whole structure surrounding those flashes of tension is skeletal almost to the point of transparency. Three maps total, one game mode, a match-to-match loop that critics and players alike described as completely predictable within the first few minutes. The Flock creature has some abilities worth noting: a decoy-and-teleport trick usable once per life, and a scream that buffs nearby allies. The Carrier charges the Light Artifact through movement and hunts glowing score orbs scattered around each level. Mechanically these pieces have potential, but the maps are too few and too samey to let that potential breathe. Reviewers at launch landed on words like drab and monotonous even after just five minutes of play, and the visual quality of the environments and Carrier model read to many as an unfinished alpha build rather than a shipped product. Then there was the population gimmick, which is the thing most people remember about The Flock. Vogelsap seeded a global counter starting at over 215 million lives. Every in-game death anywhere in the world would decrement that counter by one. When it hit zero, the game would stop being purchasable and all existing owners would unlock a promised climactic finale before the servers went dark forever. The concept is genuinely fascinating as a piece of game design philosophy, a built-in mortality arc that the developers intended to give the multiplayer experience weight and stakes over time. In practice the player base never got close. Poor sales meant low concurrent numbers, and the servers were eventually shut down quietly, the population counter frozen long before any designed ending could fire. The promised finale never happened. The story of The Flock is ultimately the story of a concept outrunning the game it was attached to. If you are picking this up today, you need to be clear-eyed about what you are getting. The servers are offline. The population mechanic is inert. Whatever matchmaking existed is no longer functional for general play. This was always a game that needed an active community to deliver its horror, and that community was never large enough even at launch. What remains is a curiosity, a playable artifact of a particular moment in indie multiplayer ambition, circa 2015, when asymmetric horror was briefly everywhere and nobody could quite figure out how to sustain it. The idea underneath all of this, the Carrier as hunted rather than hunter, the light as weapon and liability at once, was worth making. It just was not, by any honest account, made well enough to survive contact with reality.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

multiplayercontroller-supporttier:sub-5Asymmetric MultiplayerSurvival HorrorLight MechanicsStealth-HorrorDead ServersWeeping-Angels DesignGlobal Counter Gimmick

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
3 GB available space
Graphics
Intel HD 4000 or equivalent with 1GB memory
Processor
2.4 Ghz Dual Core Processor

Recomendados

2GB video card memory

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Reseñas y valoraciones

Metacritic
36

Información del juego

Desarrolladora
Vogelsap
Distribuidora
Vogelsap
Fecha de lanzamiento
21 ago 2015

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¿En qué plataformas está disponible The Flock?

The Flock está disponible en PC.

¿Cuándo se lanzó The Flock?

The Flock se lanzó el 21 de agosto de 2015.

¿Quién desarrolló The Flock?

The Flock fue desarrollado por Vogelsap.

¿Merece la pena comprar The Flock?

The Flock tiene una puntuación Metacritic de 36/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.