¿Qué ha pasado con los humanos? Situado en un mundo postapocalíptico repleto de máquinas abandonadas, Primordia narra la historia de Horatio Nullbuilt, un estoico robot que aprecia su soledad e independencia.
Análisis de usuarios: Extremadamente positivos (818 análisis) - El 97% de los 818 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 5 dic. 2012

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Acerca de este juego

¿Qué ha pasado con los humanos?

Situado en un mundo postapocalíptico repleto de máquinas abandonadas, Primordia narra la historia de Horatio Nullbuilt, un estoico robot que aprecia su soledad e independencia. Horatio pasa sus días estudiando el Libro del Hombre, entrenando con su compañero androide Crispin y jugueteando con la nave a la que llaman hogar. Una existencia pacífica que se ve amenazada cuando un astuto robot roba la fuente de energía que nuestra pareja necesita para sobrevivir.

Cuando la búsqueda de energía de Horatio y Crispin los lleva a la deslumbrante ciudad de Metropol, algo tan simple como la recuperación de su fuente de energía robada los lleva a realizar un inesperado descubrimiento sobre los orígenes de Horatio y a una nueva comprensión de los legendarios humanos que caminaron sobre la tierra antes que él.

Características Principales

  • Una historia épica sobre la extinción de la raza humana
  • Voces a cargo del favorito de los fans Logan Cunningham
  • Espléndida ambientación postapocalíptica
  • Puzles opcionales: cuanto más juegues, más aprenderás sobre el mundo

Requisitos del sistema

    • SO: Windows XP SP2 o posterior
    • Procesador: Pentium o superior
    • Memoria: 64 MB de RAM
    • Disco Duro: 1.5 GB de espacio libre
    • Gráficos: Compatible con DirectX 5 o posterior
Análisis útiles de usuarios
A 6 de 6 personas (100%) les ha sido útil este análisis
19.4 h registradas
Publicado el 1 de enero
La mejor aventura gráfica que he probado jamás, punto.
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A 3 de 3 personas (100%) les ha sido útil este análisis
5.7 h registradas
Publicado el 29 de diciembre de 2015
Una aventura gráfica tradicional y una historia sorprendente
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A 38 de 38 personas (100%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
5.6 h registradas
Publicado el 30 de agosto de 2015
Maybe it's a bit of a bold statement but I think Primordia is a memorable game, so much so that I'm writing this review to recommend it.

I'm a story guy and this game delivers it in spades both at a macro level (the main story arch) and micro level (the single scenes). It does suffer a bit from the puzzle adventure syndrome, that is, it's not always clear how to solve a problem with the stuff you have, even when you have everything that's needed. I know this is to be expected in a way but it still bothers me.
The old nerd in me suspected some of the details revealed in the final scenes right from the start but the game was compelling enough to just draw me in the atmospheric setting and make me concentrate on what was happening at a certain point. Hard to say the same about most games I've tried.
The music may be a bit repetitive in the long run but it really adds to the mood, it fits perfectly. So much so that I actually noticed, appreciated and left it on: in other games I usually have it on low volume or off entirely.
The graphics are retro, but in a good way. A shiny AAA engine would only marginally enhance the game. Some may even think that this old school style is actually better/more suited to this kind of game, can't say they are completely wrong.
Again, highly recommended, best game I've played in a long while.
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A 62 de 86 personas (72%) les ha sido útil este análisis
2 personas han encontrado divertido este análisis
8.5 h registradas
Publicado el 4 de octubre de 2015
Primordia is a classic point and click adventure game, with gameplay reminiscent of Zork, King's Quest, or Monkey Island. You will gather, combine, and use items found throughout the world to solve problems, and you will be asked to solve the occasional riddle.

You take on the role of Horatio Nullbuilt, a robot who lives in the wasteland, salvaging parts to repair a derelict flying ship. The game begins when a strange robot cuts his way into the side of your ship, shoots you, and steals your vital power core. Without a power source to recharge your body you will surely die, so you and your companion (a floating, armless sidekick named Crispin Horatiobuilt) set out to recover your core, or at least to find a suitable replacement.

The game is divided into two major parts: first, you wander the wasteland searching for a power core, then eventually you leave the wasteland for a second location. Once you transition to the second area, you will no longer be able to access the wasteland portion of the game. Along the way, you will meet many strange robots, unravel mysteries about your world and your own past, and uncover a sinister plot.

Storytelling is Primordia's greatest strength. Once the narrative picks up (beginning about halfway through the wasteland section), the story really engages the player. The cast of characters (most of which are found in the game's second area) are surprisingly well realized. Each has a distinct personality and a clear motivation. Your relationships with each of them feel genuine, and even your enemies feel well rounded.

The game's setting and art style combine with the well realized characters to create a compelling sense of place. Despite the low resolution environments and sprites, Primordia's world feels bigger than the screen it plays out on. Stellar voice acting and a droning ambient soundtrack put the finishing touches on a beautifully desolate world.

For all its strengths, though, Primordia's downfall is the gameplay. In the 80s and early 90s, point and click adventures were among the best represented genres in PC gaming. Since the rise of 3D graphics and the emergence of new styles of adventure game, they have retreated to the niche and indie markets. My memories of those old adventure games are pleasant, and it takes a game like Primordia to clear the fogged lenses of time. Simply put, even the best made adventure games tend to have puzzles whose solution only seemed apparent to the designer. And Primordia is far from the best made adventure game.

The first issue is that puzzles in Primordia often have nonsensical solutions, or worse, do not permit you to use the most obvious solution. One puzzle early on asked me to plug a pair of ventilation ducts. The first I plugged easily with a piece of scrap cut from a nearby structure, but despite there being three more identical pieces of scrap to cut from, the game would not permit me to do so, and instead demanded I locate an unrelated item that did not seem to fit (according to the visual representations in the game). And these logical disconnects are such frequent occurrances, you will soon find yourself simply trying to use every item in your inventory on each puzzle in the hope that a solution will present itself.

The second issue is the way the game arbitrarily cuts you off from certain areas, objectives, and even major plot threads. It is even possible to lock yourself out of "winning" the game (you can still complete the game and achieve one of the "bad" endings) through a blindly made choice in the first 30 minutes of play.

Lastly (and this is a small complaint), the inclusion of achievements seems to undermine the freedom built into the game's choices. When there are three ways to resolve a puzzle, but one awards an achievement, there is a real sense that there is a "right way" to play, stifling any sense of freedom the system might have otherwise provided.

These serious and frankly unforgivable design flaws sour what might have been an excellent game. Die hard point and click adventure fans will probably push right through, but if you are an average modern gamer with fond memories of classic adventure games, prepare to be reminded of all the bad mechanics that made those games such a frustrating experience.
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A 15 de 16 personas (94%) les ha sido útil este análisis
8.7 h registradas
Publicado el 29 de agosto de 2015
Really enjoyed Primordia overall. Play time 8hrs.

Things i liked:

- Good story, with cool characters.
- Excellent polylogues.
- Jokes.
- Sense of progression.
- "I am waiting", "A simple model."

Somethings i found annoying were:

- I wasn't always able to discern clickable objects (objects that had a hover-over text component) which hindered my progress. (MOST ANNOYING)
- I couldn't always tell when story paths were diverging, though this more subtle style of nuance might be a aesthetic feature.
- Some puzzles required an excessively broad associative horizon, which didn't always match real world thinking (according to me).
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