This game’s essentially a run-and-gun action frenzy through several thematically-distinct worlds, where you blast aliens, fetch key card, open doors, then blast some more aliens. Some nonsense about time travel and inter-dimensional monsters offers the perfect excuse for these sudden changes of scenery, and the variety is well worth going through. You start off within an industrial setting that’s somewhat reminiscent to Quake, then move to Egypt, then to Medieval Europe, then to a sci-fi world. All of these locations have their own gamut of thematic monsters and weapons, and each setting features an end boss. All of the monsters, items and weapons are poly-based, texture-mapped 3D models, making Chasm one of the better looking non-3D accelerated games available at the time (albeit bearing a very familiar dark-brown color palette).
The characters, in particular, look good enough for close-up briefing sequences (complete with lip synchronization… sort of). Enemies come in various shapes and sizes. The initial blend of industrial and sci-fi levels will have you face predictable gun-totting robots and jetpacking sentries. Later Egyptian and medieval themes will have undead zombies, axe-wielding executioners, vikings and many other assorted mutants gracing the screen, their tally numbering fifteen types in total.

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Although fundamentally flawed, this Ukrainian import shooter isn’t without its moments, however sparse.