At around three hours, it's hard to recommend Corpse of Discovery to starved sci-fi fans, let alone the general public, and especially at full price. With some optimization patches it would be at least worth a play through for sci-fi fans, but as it stands I'd let this one get lost in space.
This title had some serious potential – what doesn't sound intriguing about surviving on and exploring alien planets due to a corporate space exploration bungle, piecing together the mystery as to what happened and how to return to Earth along the way? Instead, Corpse of Discovery plays like an interactive novella that examines the subjects of family, duty, personal sacrifice and isolation, but falls short on delivering any true sense of survival or danger.
Corpse of Discovery could've been a worthwhile narrative experience had it not been ruined by its massive performance issues and obnoxious platforming gameplay.
An amazing looking "walking simulator" that has a few graphical hiccups, but overall left me with feelings of enjoyment.
Unfortunately [Corpse of Discovery] is broken. This is one of those instances where I find the idea of a game more interesting than the game itself, not least because I quickly tired of trying to first-person platform at a herky-jerky 12 frames per second crawl. I'll try and update this review if it gets fixed, but in its current state Corpse of Discovery is nigh-unplayable.
Corpse of Discovery had promise, but a not-so-great execution. It could use a good coating of polish.
A thought provoking homage to classic science fiction on procedurally generated worlds that is frustrating, pleasing and enjoyable all at once.
Despite all its oddness though, Corpse of Discovery remains a compelling, if flawed, indie adventure game. It's a "walking sim" with gameplay, an FPS with no shooting, and almost a horror game without blood and gore.
Corpse of Discovery, while having a great premise and a strong soundtrack is hard to recommend to the modern gamer.
You are not truly alone in Corpse of Discovery, but the videogame shows how loneliness is a question of degrees and shades, and not a simple binary. It is through this three-dimensional exploration of the pilgrim on a foreign world that the game shows its worth.