Praey for the Gods

released on Dec 14, 2021

"Praey for the Gods" is a brutal journey set on a desolate frozen island, where your only chance of survival is to destroy the very gods you believe in. In Praey for the Gods, you play a lone hero sent to the edge of a dying world to discover the mystery behind a never-ending winter. Arriving with only the clothes on your back, you must survive the colossal dangers that you encounter. To restore balance and reclaim the land from the brink, you will be faced with questions that not even a God knows the answer to."


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Por ser mt fã de shadow of the colossus, esperei mt esse jogo, pra ele ter lançado e eu não sabia que já tinha sido lançado há 1 ano kkkk, só fui jogar agr por achar caro no ps4, mas surgiu a possibilidade de jogar no Pc então joguei, é um jogo mt interessante, tem os tais colossos e é a 1 vez q um jogo usou o sistema de escalar pelos de gigantes desde sotc e the last guardian, é interessante a ideia dos colossos, mas acho q as mecânicas de survival irrita demais, e o movimento da personagem pode frustrar demais, e a estamina em alguns chefes acaba rápido demais e fazendo você cair e ter q escalar td denovo, o gancho tem q estar uma distância específica para acertar, e o cenário é bem repetitivo, mas valeu a experiência, um jogo ok

👾 Praey for the Gods (🇺🇸 2021)

This is a brilliant homage to Shadow of the Colossus. The colossi battles are as good as their inspirations, you can tell the love in the amazing work. The game could’ve been perfect if they left it that way. However, in an attempt to make something different they introduced survival mechanics, taken straight from Breath of the Wild, absolutely irrelevant in an empty world. Just beat the colossi and ignore the rest.

🎮 Played on Steam Deck

Rating: ❄️❄️❄️🧊▫️

Apesar da dificuldade e de ser praticamente impossível replicar o que foi feito em Shadow of the Colossus, eu não pude deixar de ficar empolgado logo que comecei a jogar essa obra em questão. Nunca coloquei na cabeça que seria um sucessor espiritual ou qualquer coisa do gênero, mesmo sabendo que seria uma grande cópia com algumas modificações aqui e ali. Afinal, é uma ideia que me encantou anos atrás, e agora, pode ser que me encante de novo.

Como mecânica básica, eu gostei da introdução do controle de temperatura, sono e fome. Dentro de um ambiente bastante hostil, que nos instiga aventura, é bacana precisar racionalizar os recursos e saber usar as fogueiras com precisão. Além de que, também, cria-se uma constante busca por materiais para reparar as armas. Contudo, isso não foi bem integrado ao modelo de sua base, uma vez que não há uma recompensas o suficiente ou minimamente interessantes por explorar o mapa. Por isso, minha jogatina foi somente pegar o mapa completo e derrotar os colossos.

Contudo, devo dizer que o essencial para a luta contra os colossos, que é o sistema de agarrar, carece de refinamento. Diversas foram as vezes em que a personagem se recusava a se agarrar, ou mesmo que colidia com uma superfície aleatória e soltava o bicho. É só muito frustrante.

O jogo também apresenta um sistema de combates menores, mas são só minions totalmente descartáveis. O que eu pensei ser um artifício divertido para se criar cenários onde se há a constante necessidade de reparar os armamentos, na verdade foi só um loop de rola e bate, sem padrões de ataques interessantes ou legais. Além disso, nem mesmo há uma grande diversidade de armas, e sequer elas são importantes nas lutas dos colossos. Então, como todo esse sistema gira em torno de minions, acaba por ser um grande demérito.

Como último apontamento, os colossos, que são o maior artifício do jogo, são todos uma merda em design, arena e luta. O único que eu fiquei minimamente cativado foi o Trhall, que nitidamente recebeu um cuidado a mais. Outro detalhe é aquele QTE horrível para cada vez que o colosso se move, além dos bichos se sacudirem a cada mísero dano que recebem, o que deixa tudo dolorosamente mais chato.

Ademais, embora a ideia seja bem bacana, ficou apenas no papel. Sua implementação entra em conflito direto com a premissa do próprio jogo, e reflete essa mediocridade em todos os outros aspectos acima citados.

Shadow of the Colossus is often regarded as a somewhat old-school masterpiece of gaming. However, unlike other games which share this title among the community, it is really hard to find games that take heavy inspiration from its thematic or mechanics.

There are probably many reasons for this, but I would argue that what makes SotC an incredible challenge to replicate is that it was a technical marvel for not only it's time, but for modern games still. It is really, really hard to create something that plays and performs as good as that PS2 game. Alongside its technicalities, SotC's gameplay, environment and boss design feels like they were meticulously crafted to create a memorable, emotional and satisfying experience.

So, when a small team tries to replicate a game that feels like lighting in a bottle, they are bound to face lots of challenges. Praey for the Gods feels like one of these so-called "Spiritual Successors" for SotC, which makes it a unique game solely for the lack of other examples on this objective.

The game, however, tries to bring more to the table than the giant slaying of its ancestor. It borrows a lot of modern survival game tropes such as temperature, sleep and hunger management, weapon durability and crafting to fill its large map while you travel between the bosses. It also introduces smaller fights with also-smaller enemies which ambush you as you explore, alongside a single mini-boss which is re-used multiple times in the map.

While the new mechanics are interesting and relatively satisfying to play around, I feel like their implementation clash with the main premise of the game: fighting its massive bosses.

The weapons you use are not relevant to the bosses, only to fight repetitive minions and hunt animals in the open world. Hunger and sleep only affect your stamina regeneration, and they decay so slowly that the only concern you'll probably have is to have them at maximum when starting a boss fight (unless you're playing with maximum difficulty, where their decay is exaggerated and now feels like a chore).

Of all the game's new mechanics, I feel like its best introduction is the grappling hook, the only tool that comes to mind which is useful in both exploration and the boss fights.

Unfortunately, its new ideas are not the only problem. Praey for the Gods has a hard time trying to replicating two of SotC's strong elements: Its varied and interesting environments, and it's appealing boss designs.

Praey's world feels very repetitive, as it's a (very) big chunk of snowy mountains and plains with occasionally same-looking caves, large ice statues and viking-inspired set pieces. While some of it's sections are undoubtedly interesting, the novelty quickly wears off when you spent a long time walking between its objectives. Some way to travel faster (without abusing the grappling hook) or a smaller map would probably have benefited this game.

The same problem could be said about it's boss fights, since out of eight bosses we have three humanoids and three worms (out of which two fly) which dont really differ that much in regards of visual design and gameplay interaction. What really doesnt help is the fact that every boss has a "shaking-you-off" animation that always plays when you damage the boss, forcing you to endure a painfully boring quick time event every time you deal 1 out of at least 9 attacks to win the fight.

So, after all the negatives, I can't say I didn't have fun playing this game. As stated before, recreating such a unique and beloved game is an herculean task, but one that more game developers should feel welcome to try. Despite it's massive flaws, I would recommend Praey for the Gods for people who really loved SotC and want to try another take on it's premise.

The game is inspired by Shadow of the Colossus and has a add of exploration and adventure.
You can simply ignore the puzzles and totems and go straight to the bosses, and, also, at any order(I found one boss accidentally and killed it).

All mechanics lack refinement, they're all buggy.
Most part of the game is walking and climbing, but even this is not perfect. It can be frustating sometimes, but not too much.

The puzzles are pretty good, none extremely hard.

The lack of information on the map and where to find the pieces of maps is problematic, I needed to use a third-party Interective Map to guide myself(interactivegamemaps.com). And even then I am not sure where are the remaining pages.

The inventory and interactions with items are bad polished. It should have more shortcuts, you need to do everything with your mouse.

Overall, it could be better, but it's still enjoyable.
After I finished beating the bosses, I adventure through the world collecting items and solving the puzzles while listening to podcasts. :)

Meh. Even aside from not really digging the gameplay loop, I played around with every control option and just couldn't find one that actually felt good to play with.