
Lex Mortis
A CryEngine-powered island that looks better than it plays - approach Lex Mortis as a mood piece with horror trimmings, and manage those expectations hard.
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About Lex Mortis
I want to root for Lex Mortis. Solo developer, ambitious open world, a CryEngine island that genuinely shimmers in daylight - these are exactly the conditions under which a scrappy indie horror can surprise you. And yet, after spending time with it, the honest thing to say is that the ambition and the execution are living on opposite ends of Berdwood Island and never quite meet. The setup has real pull. You return to your fictional Northern European birthplace to find a population of roughly two thousand simply gone - no bodies, no explanation, just silence and an open island to pick apart. The day-night structure that underpins the whole experience is a solid concept: daylight hours are yours to explore forests, abandoned villages, mines, and mountains at your own pace, piecing together what happened. Drivable vehicles let you cover ground faster, which helps given the island's size. When night falls, enemies emerge and the loop shifts toward evasion and survival. Two endings hinge on a choice you make late in the story, so there is at least some narrative weight waiting at the finish. On paper, this is a promising skeleton. In practice, the skeleton is showing through in uncomfortable ways. The night sections - meant to be the terror centrepiece - are undercut by an almost complete absence of brightness controls. Interior lighting collapses to near-black while exterior scenes look fine, and there is no flashlight or gamma slider to compensate. Couple that with a soundtrack of maybe two tracks on repeat that frequently clashes with the tone on screen, missing footstep sounds, and dialogue that reads like an early-draft machine translation, and the immersion that horror depends on keeps snapping. Objective design defaults to a fetch loop - go to point A, learn you need something from point B, return to point A - and the open world label overpromises; most buildings in the villages are locked props you can look at but never enter. Enemy AI finds you through cover often enough to feel arbitrary rather than scary, and at scripted night-trigger locations your character slows to a crawl that frustrates rather than frightens. What saves any of this from being a total write-off is the environment work. Denis Esie clearly has an eye for landscape modelling, and on a decent rig the island looks genuinely good during the day - the kind of place you can imagine a real horror story unfolding, if only the horror story were there. For a certain type of player who treats walking through atmospheric environments as its own reward, there is something here. But as a horror game with actual tension, Lex Mortis lands closer to a scenic tech demo with an unfinished loop bolted on. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows Vista, Windows 7 or Windows 8
- Memory
- 2 GB RAM
- DirectX
- Version 11
- Storage
- 4 GB available space
- Graphics
- Nvidia GTX 560 or AMD Radeon R7 250
- Processor
- Intel Core i5-750 or AMD Phenom II X4 955
Recommended
- OS
- Windows Vista, Windows 7 or Windows 8
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 4 GB available space
- Graphics
- Nvidia GTX 660 or AMD Radeon R9 270
- Processor
- Intel Core i5-2400S or AMD FX-8320
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Game Info
- Developer
- Denis Esie
- Publisher
- Denis Esie
- Release Date
- Feb 9, 2015