Thought this might deserved its own topic. Had an eye on this one since it was announced. Got released yesterday, and I’ve spent about 2-3 hours on this and am enjoying it so far. Especially dig the art direction on this.
Yeah, that really caught my eye at E3. I didn’t know it was so close to release. Definitely wishlisted now. I’m in the middle of a few games, but definitely will keep an eye on this thread as well.
Souls-like with a kinder learning curve is like a scalpel precision way to get me to buy this. Damn it.
I just disliked Titan Souls so much it’s hard to want to try this. My buddy is playing it so maybe I’ll watch him or something.
It isn’t Souls like at all. Unless games where you hit things with a sword and you have to avoid the enemy attack by rolling is now Souls like.
Heh. Well, at least that isn’t as bad as when they call 2D games like Blasphemous and Hollow Knight with that label.
I have Titan Souls in my steam library. I should install it to find out if I hate it.
Yeah, I’m not sure why everything that has a dodge roll and may require you to repeat a boss fight more than thrice because you died is a “Souls-like”.
It’s an action-adventure. You fight enemies. Like in Zelda or any Metroidvania, each level has parts that aren’t accessible initially and need to be revisited later on once you’ve required an item that lets you do a new thing.
I’m about 75% in and I’ve been enjoying it so far. I like the controls, the atmosphere. I even don’t mind the puzzles - something that usually tests my patience in this genre. Also, the length seems fine overall - it’s not gonna overstay its welcome.
Dodge rolling over the edge into some abyss or pond is something than can happen in the heat of the battle and that can be a bit frustrating.
I do wish though there was a bit more depth to the gameplay: most combat skills you learn early on - and from that point on, there isn’t a lot more ‘new’ stuff that follows. The main point of distinction between the weapons is the attack frequency - but combat largely is the same regardless of whether you swing a hammer or wield a sword. It would be more satisfying if, for instance, the hammer would have you disrupt attack moves done by smaller enemies due to its weight. Alas, that’s not the case.
The upgrades to the ranged weapons are mostly lackluster, too. The fire upgrade for the bow is nice, but bomb upgrade (player does not suffer damage from explosions) did not really make the bomb more appealing to me or changed the way I use it. But that’s the kind of thing I’d be hoping when you only get a single upgrade for a weapon. And given that ranged weapons/magic don’t do a ton of damage, but can also be quickly recharged with a few swings, getting the fifth slot ultimately didn’t seem worth the time spent on trying to find the temples.
The four character attributes are also super-basic, and upgrading them isn’t satisfying because I don’t feel like having a lot more punch when fighting enemies after upgrading strength from level 2 to 3.
All those points aside, I’m having a good time and recommend this for anyone looking for a quick action-adventure fix.
Rated Essential by Eurogamer. “Zelda-like” as a descriptor seems appropriate.
I can see now why SkillUp was conflicted by the combat.
The game has good art, great music, a nice whimsical vibe, bits of humor that are welcomed, a few puzzle-like situations that mix it up just enough, and combat that… is competent.
‘Competent’ is a good thing, mind you. But it uses the most safe, standard-fare combat that you can imagine. You surely have played it before a dozen of times in the last 25 years.
You light attack 2-3 times a enemy and then roll out of their way to avoid their attack, then get close and repeat again. From time to time, you mix up your melee attack with your ranged ability. And… that’s it. There are just a few enemies with interesting patterns or behaviors, most of them are very straightforward, too. I can’t think even the most small gimmick or twist unique to this game applied over the formulaic and known combat.
So in the end, it feels like a waste that the game’s combat isn’t a bit more engaging, honestly.
The soundtrack is incredible. I’m almost certainly going to grab a copy for listening outside of the game.
I don’t really mind that the combat in this game isn’t super innovative, because it feels great. There’s a rhythm, ebb and flow to it which I think they got just right. It feels satisfying in a way that’s hard to describe if you’re just looking at it from a mechanical standpoint. It’s what appealed to me about it when I first saw the trailer - it looks like it would feel great, and it does. In fact the whole game just flows, the puzzles, the exploration, the boss fights, everything trucks along nicely and I’m having a good time.
On the later stages they have good encounter design, where they mix enemies in interesting ways.
I’m quite stuck. I’m in the frog dungeon, I have 3 out of the 4 souls, then I’m led out of the dungeon to come back from above to grab the hammer weapon. And then… er… now what? I’m pretty sure I’ve been everywhere but I’m clearly missing something. I have a key, and I can see a door for that key, but it’s behind two unbreakable walls which I don’t have the means to break.
I haven’t played the game yet but could you not use the hammer weapon to break the blockages?
Interesting! I have three of four souls at the same spot, and I have the means to break those walls, but haven’t found the hammer yet. I must’ve taken a different path somewhere.
I also got stuck on that part, but I can’t remember what I did. I think I thought at that moment that I had used all possible paths, but I actually had missed one.
I mean, this was like the most obvious misdirection ever I felt, on the game’s part! Can’t progress until you break open a wall. Here’s a huge hammer with lighting coruscating down its length! Oh boy… look out walls… here I go… Oh. Nothing.
I think it’s reassuring to know that there’s a path there that I obviously walked past at least three times without noticing it! But yeah, this has to be it.
Welp, I found the door I’d missed in record time, two rooms away from the Reaper Door, in a place I was absolutely certain I had already checked. Certain! Or I guess I was just really tired and missed the really obvious.
I got the means of destroying the walls, but only after finding the four souls and going through the Reaper Door. I love this part in metroidvanias where you get to go back to previous sections and get past the stupid obstacle that’s been taunting you.
The hammer is great, keep exploring that area. But I’ve reached the stage where some fights I have to swap between weapons mid-fight in order to survive. Fortunately it pauses while you do this.