Carrion

“A gleeful reverse-horror Metroidvania whose monster power fantasy, ability-gated tricks and shortcut loop outweigh size-dependent control jank, a missing map and thin enemy variety.”

The premise inverts the entire genre: instead of the horror, the player is the horror, a biomass creature loose in a facility that must consume humans to heal and grow. The role reversal is the whole pitch and it delivers unfiltered power fantasy, from flinging guard corpses as weapons and slamming them through doors and bookshelves to splitting into swarms of worms and growing to absurd sizes. Told almost entirely through environmental flashbacks and examine-text, the story of a found sample, a possessed researcher and the outbreak that follows stays firmly backdrop, as intended: the game exists for the power, and the power is glorious.

Ability-gated progression delivers constant novelty: possession, invisibility, keratin spikes, a hydrophilia swarm form and corpse reanimation each arrive as a genuine event, and the reanimation trick in particular, puppeting an apparently dead body as a decoy, feels delightfully dirty every single time. Possessed soldiers can flip switches from the wrong side of barriers, mechs can be mounted and piloted by the monster itself, and the emergent abuse of the toolkit, from drowning guards via cobweb pulls to killing them with furniture, keeps every room an experiment.

The Metroidvania structure holds up: shortcuts unlock steadily across looping corridors, nine optional containment units reward thorough exploration, and roughly four hours cover a 100% main-game sweep, with a free Christmas DLC adding a half-hour fully-powered rampage that is appropriately light. Failure is rare and fast, backtracking is rewarded rather than demanded, and the pacing stays strong until the late stretch, where the nuclear plant’s bomb enemies and one-way drops cause repeated deaths and genuine disorientation.

Controls work well at small and medium sizes but fall apart when massive: the two-headed scheme puts a head at either end of the creature and the halves effectively fight themselves during large-form backtracking. On Switch the controller-only handling compounds the problem, though twin-stick movement settles in quickly at normal sizes. It is a rank-able flaw in an otherwise fluid system, felt mainly in the endgame.

The missing map is the single biggest gripe: wayfinding relies entirely on memory across visually similar facility corridors, and running in circles is a real cost of the design. Bomb enemies that stick to the creature and detonate dominate one brutal mid-late stretch before the keratin shield arrives as the counter-evolution, a fair-but-rough learning curve whose intent only becomes clear in hindsight. Limited enemy variety rounds out the gripes, essentially shielded soldiers with rifles or flamethrowers plus mechs and drones, and an odd menu structure offers no proper title screen and no in-game route to the DLC.

Roughly five hours in total cover everything, a length that suits the concentrated power fantasy, and the pixel-art facility aesthetic with screaming scientists and predator-like creature sounds builds a suitably grim tone, with the finale’s music turning properly sinister as the monster reaches the city. The gripes never touch the core loop, and the endgame at max energy lands as a pure, all-powerful rampage. What the game understands, and what makes it endure, is that being the threat is more fun than being the god: the fantasy is not invincibility but fear directed the other way, and every squirming, gross, delightful second of it holds the promise.

Overall, a gleeful reverse-horror Metroidvania whose monster power fantasy, inventive ability gates and satisfying shortcut loop more than carry the experience past its size-dependent control jank, absent map and thin enemy roster. It is gross, joyful and unique, and it earns its reputation even on Switch.