The facility erupts into gunfire almost immediately, giving the playthrough very little time to establish its rules before enemies are weaving through shots and the player is scrambling to stay alive. That abrupt introduction becomes the defining feature of the experience: mechanics are discovered in the middle of combat rather than carefully explained beforehand. The creator even declines the offered refresher course, ensuring that the resulting confusion is largely self-inflicted and becomes part of the entertainment.
Combat makes an excellent first impression visually. The animations are singled out almost immediately as looking clean, while enemies that dodge incoming fire create a surprisingly energetic firefight. Shooting, reloading, healing, melee attacks, and switching equipment all happen amid constant pressure, giving the game a sense of physicality that comes through clearly despite the creator frequently admitting that he has little idea what is happening.
That intensity also creates the playthrough’s biggest presentation problem. Long stretches are dominated by repeated exclamations, frantic requests to shoot enemies, and reactions to threats appearing faster than they can be understood. The excitement feels genuine, but viewers hoping to learn how EXAMINATION actually works receive only fragments of information. Even potentially important mechanics, such as healing and restrictions during reloading, are encountered reactively rather than investigated.
The progression objective gives the middle portion some welcome direction. Needing to eliminate 15 shooters to unlock a class creates a concrete target, and counting down the remaining kills provides an easy thread to follow through the surrounding chaos. The payoff is particularly effective because completing that objective leads into one of the session’s most memorable discoveries rather than simply producing another conventional weapon upgrade.
Becoming a zombie substantially changes the energy of the playthrough. The creator’s surprise at apparently transforming while fighting with his fists turns quickly into enthusiasm, especially once the new form starts attacking enemies with an axe. His comparison to Kyle Crane is presented as an excited gaming reference rather than an explanation of the underlying mechanic, but the transformation itself demonstrates enough on screen to make his enthusiasm understandable. It is the clearest moment where experimentation reveals something genuinely unexpected about the game.
Weapon variety provides additional bursts of discovery. A sledgehammer appears early, while later encounters introduce an axe and a taser, with the latter prompting immediate experimentation against another target. These moments suggest a game built around more than straightforward shooting, although the rapid pace prevents the creator from exploring individual weapons or systems deeply enough to establish their strengths, limitations, or tactical purpose.
As entertainment, the session succeeds because the creator’s confusion and enthusiasm complement the game’s relentless pace. As an introduction to EXAMINATION, however, it remains deliberately messy: objectives, terminology, classes, enemy behavior, and transformation mechanics receive little structured explanation. The result is an energetic first encounter that communicates the sensation of playing far more effectively than it explains the systems underneath it.
Pros
- Clean combat animations and evasive enemies make the opening firefights immediately engaging.
- The 15-shooter objective gives the otherwise chaotic action a clear short-term goal.
- Unlocking the ability to become a zombie provides a memorable progression payoff and a genuine moment of discovery.
- Sledgehammer, axe, taser, firearms, and transformation mechanics introduce appealing gameplay variety.
- The creator’s spontaneous reactions fit the speed and unpredictability of the action.
Cons
- Skipping the refresher course leaves important mechanics unexplained and contributes heavily to the confusion.
- Repeated shouting and exclamations sometimes overwhelm useful commentary about what is happening.
- Classes, objectives, enemy types, and progression systems are encountered too quickly to receive meaningful explanation.
- Interesting mechanics such as the zombie transformation and taser are discovered but not explored in much depth.
EXAMINATION proves particularly well suited to a frantic first-time playthrough, with aggressive enemies, varied equipment, and the unexpected zombie transformation continually supplying new reactions. The lack of mechanical explanation limits its usefulness as an introduction to the game, but the energetic combat and authentic sense of discovery make the chaos entertaining.












