Disclaimer: I am halfway through the game, so this is an early review. Overview I will start by saying this game, even with its flaws, is definitely worth a buy. At its current patch I have not encountered a single bug or performance hit in 20 hours of play. There is a lot that is well done here and if I had to score it, it would end up at around 7.5/10 The Good [*]Good Art [*]Good Combat [*]Interesting boss fights [*]Interesting Puzzles [*]Inventive use of upgrades The Bad [*]Poorly paced levels [*]Metroidvania implementation [*]Balancing and pacing The Meh [*]OST [*]Story Analysis Art The art is absolutely incredible, there is no other way to put it. Characters have so many animations, everything you do is so tactile. Open your map and the character pulls the map from the backpack, drink potions, different skills and combos are animated differently, there is so much variety here. City folks are doing their daily routine fully animated, with variations on NPCs that fill it up. Dungeons are varied so it feels like you are really traversing this world. Sound This one is a mixed bag for me, I do not really like old repetitive OSTs, so most of the music did not really do anything for me. The only one, so far, that I really loved was the Sewer one. General SFX are good, it is just the music itself that is a little lacking in my opinion. Story Nothing to write home about, there is some interesting world building and the concept surrounding the world with it essentially being Valhala, and how different species and worlds end up here after death . Characters motivations are good enough, they are usually tropes but not bad. There is also a different responses from NPCs as you progress through the story, which is always nice. Combat Combat got me pleasantly surprised, there is a lot going on in terms of mechanical difficulty and variety. There is 3 classes, being your knight, archer and mage. They all play differently, with different skill trees and moveset. You have your standard dodge, block and parry, but you also have elemental affinities that need to be swapped on the fly, a counter dodge mechanic that gives you an extra dodge. The game throws different enemies with different elements and different attack patterns, so you need to manage positioning and elemental affinity quite quickly. I am playing on Master difficulty and it makes me have to pay attention to every single encounter, as you can die quite quickly. As the Archer you also have a refillable ammo meter, meaning you need to balance close range with medium range combat. Overall there is a lot of good things going on here, with the main negative being its tool weapons system, where you get different consumable weapons that recharge. Most of them are weak, which takes a little from the experience, and because the ammo for them is scarce, I end up saving them to stronger enemies and bosses, taking some of the spontaneity out of it. Metroidvania There are some good ideas and looping areas, but it loses track of what makes Metroidvania levels fun: exploration and mystery. The game is structured in such a way that levels end up being linear, you find an upgrade in a dungeon, then go back to the same dungeon to get more loot and more upgrades, and you then find the final boss. There is little sense of true exploration, back tracking and secrets. When you go back to a dungeon, it is usually a really small portion of it that actually uses these upgrades. The game does have quite a few of movement upgrades though, wall jumping, double jumping, air dashing and interaction between the elemental affinity and objects. Such as sand crystals that create temporary sand platforms or activating electrical machinery with your electrical powers. Balancing I think this is the worst part of the game. Checkpoints can be sparse, which can mean you can lose 20 minutes of progress in an instant. This is compounded by the fact this game leans on RPG elements such as percentage based amulet drops from monsters, which you can lose if you die before saving with them and consumables. This causes unfortunate interactions with the save and checkpoint system, the save system works in a way that only player triggered saves are permanent, and checkpoints are temporary during that play session. This means that you might get a checkpoint before a boss, with no consumables, and if you quit out you will lose progress. This was very clear in a section where you fight 3 bosses in a row, with a save point after the first one. If you do not save, or do not purchase potions after the first fight, you will not be able to go back to buy more for the second two. As there is no way to know 2 more boss fights are coming, this is a point where players might get stuck. Tools are all over the place, with most of them being useless, the resource to upgrade them is also very common, making the fact that so many of them are unusable even more pronounced. Lastly, to the devs, if you end up reading this. I hope you continue on your gamedev careers, the game had a rough release with rough reception but I can see a lot of care and good ideas here. Best of luck!
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