8 people found this review helpful
Not Recommended
0.0 hrs last two weeks / 10.3 hrs on record (7.2 hrs at review time)
Posted: 30 Jun, 2024 @ 5:28am
Updated: 30 Jun, 2024 @ 5:29am

Early Access Review
A game full of great ideas, but almost none of them are finished. The end result is an entertaining but incoherent experience that I can't recommend in it's currently state.

On the positives, the world is large and (while the overworld map suffers from repeating ground textures and flat lighting) individual regions are nicely designed, particularly the cities. While the game obviously uses a lot of asset packs, they're all in-keeping with one another and it's clear that the developer knows what they're doing with them. Spell effects look great, as do weather effects and events like meteor showers. Combat is a bit of a click-fest but has some nice ideas like the critical hit mechanic (where aiming at a highlighted spot on an enemy will do extra damage and trigger additional effects like stun or bleed). The grappling hook is a highlight, allowing you to swing from most surfaces or yank enemies towards you, and there's also a wallrun and Breath of the Wild-style climbing mechanic to make for interesting traversal options.

On the negatives, I'll echo the sentiments of many reviews here - it feels like the development lacks focus. Rather than completing and releasing features one by one, they seem to be throwing in idea after idea and leaving them unfinished. Take crafting, for example - the mining skill has a clear progression (stone at level 1, copper at level 5, iron at 10, etc.) and the smelting skill mirrors this, but weaponsmithing has only seven levels with little coherence to the recipes at each level, and armoursmithing is currently not implemented. Damage spells are ridiculously overpowered compared to melee and aren't sufficiently balanced out by mana cost or cooldowns. Skills have unlockable 'perks' as you level them, but the perk trees are empty for most skills. You can build up a town outside your stronghold, but half the building features are marked as 'Not Yet Implemented'.

This scattershot development also leaves things feeling incoherent: The UI is all over the place, with two different types of hotbar, a radial menu, a pop-up consumables menu, different minigames of varying complexity for harvesting and crafting, different styles of progress bar and level-up effects for different skills... the list goes on. The skills list also has dozens of skills but it's difficult to know which of these actually exist and, if they do, how you'd actually train or use them.

I do think this game could end up being good, but they need to address the feature creep and go back to finish what's already there.
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