4 people found this review helpful
Recommended
0.0 hrs last two weeks / 7.8 hrs on record
Posted: 15 Sep, 2022 @ 6:18am

Recommended with very large caveats - and out of respect to the "small indie developer from Poland".

On the Steam page: maybe it's the comic book art style that grabs you. Perhaps it's the Mick Gordon-ish metal infused with spooky ambient soundtrack that gets you to add to cart. The appearance of non-stop action that makes you push buy. Or perhaps -- you're a big ole fan of Lovecraftian stuff.

You're in. Let's DO THIS.

The first hour or so... not bad. The story is in the way, but you can pretty much ignore that if you want. I found the attempt to sprinkle story items to read half-thought through in terms of placement and execution. Throughout there's a bit of things lost in translation which only gets worse as the game progresses. It's fine, just... other games do this much better and with more immersion. It could've benefited from a more seasoned translator/English speaker, I feel.

The main flow/parts of the story are lackluster. Boilerplate Lovecraft, even. Without spoiling too much: You've seen this all before, you've been here before. You can safely ignore it. You're here to rip and tear, anyhow.

Speaking of rip and tear - I am fine with the enemy variety. I am less fine with the arena shootouts where you battle waves and waves of Cthulhu chum. It's tiring and the level design? Well.

The level design could've used a few more iterations. Environments are rather sparse by themselves. There's five worlds, each with a boss level so 6+1, 6+1, 8+1, 4+1, 3+1 = 32 levels! That's impressive for a $20 game, right?! Yeah, well... the levels tend to feel a bit on the long side. They needed "editing". More play-testing? Enemy placement quickly becomes predictable: alcove sneak ups, "mob storage" with triggered rapid-open doors, bit of teleporting. Keys to find, doors to open. Mostly linear, semi-hub-style esp. in later levels.

I encountered a few instances where it wasn't clear what to do next (esp. around a particular boss that drowned me a few times before I realized what the game wanted me to do). I don't quite want to call them bugs but design issues?

Guns/sounds are varied enough. The music is a high point. Well done and fade in/out nicely.

Bottom line: I got halfway through World 4 of 5 and was bored. Turned difficulty down to causal just to plow through the end... and it still felt like a chore. It all was too much of the same thing. Run, shoot, kill, repeat. Sure, there were a few nice touches here and there, but overall? The game needed a editor, a producer, a stream-liner, someone to tell the game devs "Hey. Quality over quantity here. You don't have the AAA team budget." but I also get the point that then people would probably complain "$20 for 10 levels? I've been robbed!"

You never can win. Maybe you'll like that feeling.
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