“Presenting Routine: A Sci-Fi Horror Game That Will Appeal to Fans of Alien Isolation”
2:03 pm
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**There’s a moment in *Routine*, an upcoming sci-fi horror game launching on Xbox and PC on December 4, that I won’t forget for a long time.**

To describe this moment and why it is etched in my memory would involve revealing details, but it’s enough to say that in a game that seldom utilizes jump scares, this moment was executed so impeccably that it completely took me by surprise. So much so that I noticed my hands trembling slightly. With no pause option, all I could do in the game was retreat to a corner of the room and attempt to regain my composure. So yes, if you’re not a fan of frightening games, *Routine* is not for you.

*Routine* is a chilling first-person horror game set in an alternate future where humanity reached the Moon and partially colonized it in the 1980s. This means much of the technology you’ll discover during *Routine’s* six to seven-hour narrative has a vintage, mechanical, and retro feel. Old CRTs and ’80s computers abound, offering a hint of *Alien Isolation* vibes, which I found appealing.

### Buttons and Doodads and Switches

This retro sci-fi style features your reliable Cosmonaut Assistance Tool or CAT, which you obtain right at the start of the game as your character arrives at the now-deserted moonbase to conduct repairs.

Part computer, part camera, and part weapon, the CAT includes switches and modes that must be activated by fumbling with it. It’s intended to be an unwieldy means of saving your game, unlocking doors, and scanning equipment. This makes even the simple task of switching modes a tense moment where you must stop scanning your surroundings and concentrate on your CAT to locate the proper switch. It’s just one of many ways *Routine* employs clunky mechanics to elevate the tension.

*Routine* also conceals items and bits of information in difficult-to-reach places, requiring you to stretch or crouch while utilizing a few extra buttons. Like operating the CAT, this isn’t overly challenging, but interacting with this environment through these intentionally cumbersome methods becomes considerably trickier when a menacing robot is rapidly approaching.

And yes, as you might suspect, you are not alone on the moon. Shortly after arriving, killer robots become an issue. They populate the hallways and rooms of the decaying moonbase, lying in wait to spot you and give chase. While you can momentarily stun them with your CAT, it provides only a brief pause and is not a sustainable survival tactic. Stealth proves far more effective, though hastily running to the game’s limited safe areas can also be effective. Don’t ask me how I found out.

### Expect the Unexpected

The thing is, there’s… more to *Routine* than what I’ve already shared. On the surface, as seen in all the pre-release gameplay footage of *Routine*, this is an unsettling sci-fi game centered around trying to restore a moonbase featuring once-peaceful robots that are now lethal machines intent on locating you and snapping your neck. That’s not all *Routine* encompasses, but revealing any more would be a disservice. Just understand that the second half of this game amplifies the horror and goes in an unforeseen direction.

I appreciated the twist that occurs in *Routine’s* latter half. Up until that moment, I found *Routine* to be an enjoyable *Alien Isolation*-like experience, but nothing particularly exceptional. However, by the conclusion, after its unexpected turns, *Routine* had fully evolved beyond *Isolation’s* influence, establishing itself as its own worthy horror game and genuinely frightening me along the way.

Though I can’t divulge too much about the latter half, I can rave about *Routine’s* visuals. This is among the best-looking video games I’ve experienced this console generation.

### Looks That Kill, Puzzles That Annoy

At times, the abandoned environments of *Routine* appear almost photorealistic. The lighting and texture details, especially, are breathtaking. At one point, I was hiding and trembling behind a large piece of machinery and noticed a detailed warning label with scratch marks. It nearly distracted me from the fear I was experiencing at that moment. Almost. What truly disrupted the creepy atmosphere were some of *Routine’s* frustrating puzzles.

Regrettably, some of these puzzles caught me off guard and resulted in significant backtracking. The complete absence of a UI is an immersive choice, but it did lead to instances where I hit a dead end and struggled to progress. If you play *Routine*, don’t hesitate to look up a few puzzle solutions. Many of these just hinder a genuinely scary experience.

At least I got to backtrack through some haunting photorealistic environments. These

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