- February 28, 2024
- DELIRIUM Labs
NOCLIP
Platforms
About
"NOCLIP is a chapter-based exploration game with an authentic camcorder aesthetic, set in liminal spaces. The first story, 'Rescue', follows scientist Dr. Oscar Andersen as he investigates the disappearance of a research group in an abandoned office and mall. Inspired by KANE PIXELS, additional chapters will be available as free updates."





- The game has a well-executed atmosphere with realistic textures and lighting, making it immersive for Backrooms fans.
- There are some interesting objectives that differentiate it from typical walking simulators, adding depth to the gameplay.
- The retro camera effect and head bob enhance the realism and overall experience of exploring the liminal spaces.
- The lack of a save system is frustrating, as players are forced to restart from the beginning after losing progress.
- Navigation can be confusing, especially in the poolrooms, leading to a repetitive and tedious experience.
- The game currently lacks a menu system and options for adjusting graphics or controls, making it feel incomplete.
story
8 mentions Positive Neutral NegativeThe story aspect of the game received mixed reviews, with some players appreciating its intriguing premise but feeling that it became overshadowed by repetitive fetch quests and a lack of clear objectives. While the narrative starts strong, particularly in the complex expedition, players expressed frustration with the lack of guidance in later levels, leading to confusion and a diminished sense of immersion. Overall, the story has potential but could benefit from clearer direction and a more engaging conclusion.
“The best part was the story aspect, even if the ending was kind of lackluster.”
“I like the fact that some story is like the story in the complex expedition; you are doing something important but then you are separated, then on your own, and then something bad happens.”
“I suggest that you add mission objectives at the top of the screen like in the first level, so that the player knows what to do in this level.”
“I made it relatively far (poolrooms area) before giving up, and overall my time with this felt like a series of highly repetitive fetch quest mazes more than an atmospheric liminal space experience.”
“Then it is the last poolroom level; after I went out of the elevator, I had no mission objectives. I thought it was still the same as the previous levels, to directly find the elevator to pass. Later, I saw a button, but after pressing it, I was confused and didn't know what to do. I found the elevator only to discover that it was necessary to press the three buttons in order to pass. I went back to look for them, but the map of this level is all dark except for the places with buttons, so I got lost for a long time.”
“I also suggest that you add mission objectives at the top of the screen like in the first level, so that the player knows what to do in this level.”