This game has potential
This is a game I stumbled upon in the Oculus Store months ago, I was getting bored of my usual main game and wanted to look for something else. I saw this game in the recommended section and thought it looked interesting enough to try out. My feelings on this game are admittedly a bit conflicted, but let me make something clear. I didn’t come here to chew the developers out or relentlessly insult their work. I like this game, I like it a lot. That being said, I’m going to talk about what I do and do not like about this game.
Let’s start with the presentation, the first thing most people will notice. I don’t have much in the way of critiques about it. The game looks great, even for non VR standards. The entire game has this dark fantasy aethstetic that reminds me of Castlevania (I’m going to be drawing comparisons to these games a lot). One thing I think the game could use however is graphics settings. Coming from someone who played this game constantly for weeks, this thing tears through your battery life. You only get about an hour out of this thing, and that’s typically how long your average run lasts, meaning if you die it’s better to just turn off the console and wait for your headset to recharge than just try again. And if you do run out of power in the middle of a run, the game will automatically close and end your run. Sure you’ll keep everything you got, but even if you did plug it in and put it down the game will restart your run anyways. I think the game needs a suspend feature of sorts, a one time use save file that allows you to pick up where you left off in case your headset runs out or you have to go do something else. On top of that, some graphical settings and optimizations would do wonders for the game. I’d love to be able to play this game for longer sessions. Overall though, the presentation is pretty good.
But what’s a presentation if there’s no gameplay? Good thing we don’t need to answer that question, because the gameplay is rock solid. It’s quite simple yet complex at the same time.
Let’s start with movement. Your mobility is pretty limited, but to be honest I don’t really think that’s a bad thing. I beat the entire story back before the movement speed update. Now don’t get me wrong I absolutely appreciate the change and it definitely feels better on repeat playthroughs, but I can’t help but feel part of the challenge is lost with it. Your limited mobility gives you a sense of vulnerability despite being so powerful (again kinda like Castlevania). Holding your weapons out decreases your speed, meaning that knowing when to pull them out or keep them holstered was an integral part to mastering the game. It makes being able to position yourself properly for the scenario you’re in an important skill and adds yet another layer to the gameplay, because it appropriately rewards good positioning and punishes bad positioning. At the end of the day though, it’s an optional change. I understand people not wanting to move so slow and frankly I think I’ll be keeping the speed boost on whenever I boot the game up. Aside from that, you have a teleport dash and a back dash. The teleport dash is another integral part of movement. On top of being the best way to cross large distances, you can also dash attack enemies to stun them along with damage them if you upgrade it. I never really found myself using the back dash much, but I’m glad it’s at least an option. I’m also glad you’re able to put the teleport dash on A instead of the right stick. Trying to dash with the stick feels kinda finicky and sometimes you just start it by accident and have to waste a teleport. There are zip lining and climbing mechanics, but they only get used during a very brief intro segment. Overall, it’s simple but good.
Speaking of weapons, you have two of them. Your sword/shield and your bow. Each of them has certain pros and cons. The Bow does surprisingly good ranged damage along with an endless supply of arrows, but on top of giving your arms a workout it’s slower and leaves you more vulnerable. Meanwhile the sword does amazing damage in a short time span while giving you the ability to block incoming attacks but requires you to get up close to your foes and risk taking more damage. Both weapons synergize extremely well with each other and create for a shockingly good combat system where you gotta decide which weapon is best for your current situation. Every few floors you’ll be able to pick from a selection of a few upgrades. These range from stat boosts, to elemental enhancements to your weapons, to being able to summon swords that fly around and help you cut up whatever’s in your path. You also get to pick out a creature called a Merlin at certain floors, these little guys that pop in for a bit to help you in combat. Unfortunately I always find myself picking the same one, the healer. The other two aren’t very useful in my opinion. Sure they can be damage sponges, but so can the healer, and it can keep you healed up if you protect it. I wish the other two had a bit more reason to use them. This is where my Castlevania comparisons start to really kick in, this game makes you feel like Alucard from Symphony of the Night. Slashing away at creatures from hell, dashing all over the place, calling upon magical creatures to aid you in combat, it all just screams Castlevania. As for the game’s various enemies, they’re great for the most part. All of them are visually distinct and you can easily tell their fighting style by their design. It also helps how they all have memorizable patterns that have very clearly telegraphed attacks. Each area also has their own roster of enemies. Some enemies overlap into multiple areas, but each world has its own set of enemies that make it feel distinct. Even when I’m under leveled and in over my head, never do I feel like I’ve been cheated out of a life by a regular enemy. It always feels like there’s a way to defeat whatever stands in your path no matter what. Target priority is key in this game, knowing which enemies to take out when and how to approach them is what makes the core gameplay so satisfying. There are so many ways to interact with enemies or to make enemies interact with each other, like blocking the Spear Armor’s dash attack with other enemies or luring the bomber into as many enemies as you can to knock off a decent chunk of their health. The bosses however are unfortunately a different story. It’s a shame, the bosses themselves are actually pretty good to fight, like regular enemies they have memorizable patterns and telegraphed attacks. There’s one key difference between bosses and regular foes however, boss armor. I have to be honest, boss armor genuinely feels like a way to needlessly pad out the game, like it’s some sort of “come back at x level” barrier. When you first arrive at a boss fight, it is a guarantee you’ll absolutely be too low leveled to fight it. You’ll spend the entire fight trying to whittle down its armor until the game lets you deal a pittance of damage against its actual health bar before you immediately die and get sent back to the start. Even when you’re leveled far above the boss, it still feels like a way to drag the fight on for slightly longer. I think boss armor needs a bit of a rework, I’d much prefer if you were still allowed to damage the boss, albeit reduced damage, leaving it so you stand more of a chance against them and don’t have to grind as much. Either that, or just increase the base health of the bosses and turn the armor meter into a stun meter where they just get stunned for a little bit. Overall, the core game is great.
Now this is where I start to have more in terms of my criticisms. Let’s talk about the gameplay loop. This is a rogue like, and just like in any rogue like you die, you get stronger, and then try again. So how exactly do you get stronger? There are a few ways. Just like Castlevania, you get experience from enemies and level up. The other way is to craft weapons. It’s a neat idea how you have to play a forging minigame to actually craft them, but this is where I need to give the game some flack. While I praised this game’s combat, its weapon variety is another story. The only difference between swords and bows are their model and their damage stat. No special properties, no weapon exclusive special moves, nothing. That means you may as well just save up for the best weapon in whatever grade you’re on and use that until you can craft the next. On top of that, those two weapon types I mentioned earlier are the ONLY weapon types. You tend to build up materials pretty quick in this game, and for a vast majority of the game you’ll have literally nothing to spend them on. I already said this game’s combat is good as is, but imagine how much better it would be if you had more options for weapons. What if we had greatswords that did massive damage but required you to hold them with two hands and made you give up your shield? What about spears that also sacrifice your shield but increase your range? Why not go all into the Castlevania influence and add whips that aren’t as fast or strong as swords but cover a wide range? Hell why not add some gauntlets and let people start beating the snot outta enemies with their hands? What about projectile weapons? How about throwing daggers that double as a close range melee weapon? What about flintlock pistols that can fire explosive rounds? How about boomerangs that can go through multiple enemies and slow them down? Better yet, what about spell books that allow you to cast a variety of elemental attacks? To go into the Castlevania influence once more, how about making craftable armors? Why not have various pieces of armor that also increase your stats? Maybe even add various pieces of jewelry you can craft that can grant special stat boosts or passive effects. Afterall, there’s no current use for gold and silver bars, why not make one? There are so many possibilities and so many ways for this game’s combat to become even better than it already is, this game has so much untapped potential and I would absolutely hate to see it go to waste. The gameplay loop is serviceable, but I think it could use some work.
Now let me preface this section by saying I only really stuck to the solo mode, so if anything I’m saying is wrong feel free to correct me. This is probably the part that disappoints me the most. Before I beat the game, I wanted to upgrade my gear to the red tier weapons. They required something called a “Heroic Crystal” and yet despite how much I played the previous floors, I never found one. I always played on loot mode as well, so it was strange how I seemingly never found even one of these. When I beat the game I was confused, I figured there had to be something more. The strongest weapons required materials I didn’t even have. I looked back at the trailer for the game and there’s an entire area that I didn’t even get to explore during the campaign. This is my one true problem with the game, the one thing I feel I can’t excuse under any circumstance. After not playing the game for months, I decided to boot it up and take a look to see what changed. To my horror, I found this game’s battle pass, and in it I saw the heroic crystal. I get needing some way to monetize your game, but you already have to pay for the base game. Locking basic content for a game you already paid for behind a paywall is bad enough, but to lock it behind the game’s online multiplayer is even worse. I tried to find a match with quick play one time and it just never gave me one. On top of all that, what will happen when the game inevitably goes offline? What will happen to those items? What are players supposed to do if they want those weapons? I’m sorry but shoving a battle pass into this game just isn’t the right direction for it. It’s one thing if a game that’s already free offers a way to unlock cosmetics, but this is almost a full priced Oculus game with an emphasis on a single player experience. This isn’t the game for this type of monetization. You want to make more money off the game? Set it at a higher base price instead. Putting additional paid content behind a game you already have to pay for is just going to turn people off from playing in the first place, most people would rather pay slightly more for a game if it means they get a full experience.
So what do I think about the game? I think it has A LOT of potential. The core gameplay is so much fun and I’ve already gotten many hours from the main campaign. At the same time though, it’s not perfect. There’s not much to come back to once you beat the campaign and the monetization is questionable, but that doesn’t change how the core gameplay is just downright good. At the end of the day, this is a good game, and I only want to see it get better.
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