Rekkr: Sunken Land

Rekkr: Sunken Land

released on Oct 11, 2021

Rekkr: Sunken Land

released on Oct 11, 2021

A retro FPS set in a faux norse-celtic fantasy world in the midst of a war with the dead. Grab an axe, get revenge.


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REKKR as a game had the goal to be a game that could potentially launch in 1996, as shown by its website used for the original release, stylized as if it comes from the time in which web browsers barely had features and could only load things very slowly, As such, this game is NOT built on GZDoom tech at its core, rather using its features as optional extras, but uses the old DEHACKED for the vanilla 1993 DOOM release. The original DOOM engine is way more limited than most think, and DEHACKED only allows you to basically swap values around without being able to really add anything new.

As such, it is amazing that this game feels like more than a DOOM reskin or clone. Things certainly play into the DOOM archetypes but many clever design choices like having the punch be a combo, the axe be a powerful swing, the rune launcher be like a mine launcher, enemies being less about hitscan and more about quick projectiles, really makes it feel like something that was more inspired by DOOM rather than something simply built on it.

The maps are a great part of what makes this game more unique, they have tons of variety and detail that you didn't see in DOOM, but without breaking the limits of its engine, sometimes to the point of it being unbelievable. Levels are usually designed really well, with tons to explore and wrapping around into themselves, maybe even mixing themes and always having enemies push you around, all this being especially true on the Sunken Land episode. The game overall has an artstyle that's inspired by norse-celtic fantasy while still having many unique characteristics, and takes advantage of how much this theme can be pushed as you progress. When paired with the fitting soundtrack, the game gets an unique feel that you don't find in anything else.

My only complaints would be that a late stretch of episode 1 and then a bit of episode 2 drag on, but also that this release uses GZDoom. It actually uses the engine well for what is packaging a game that wasn't primarily built for it, being given a bunch of graphical presets that take you from and in between the extremes of vanilla doom and modern GZDoom with extra effects, also being able to tweak it if you prefer. My problem with this release is that it turned the game files into a PWAD unless using GZDoom, meaning to play on any other port takes a fair bit more work and requires the use of DOOM as a base, losing the stand-alone aspect. This engine package also seems to create expectations that the game will have the advanced features of many GZD contemporaries which may lead to disappointment. Regardless, I can't complain about how the game is packaged otherwise and the new episode, being the most polished while being 3 hours of game when only being 1/4th of the package, is worth the price alone.

This game delivers on its premise of bringing an unique experience that could have been created in the years where this genre was getting the motion for mainstream success while also not feeling like a simple clone of whatever was done in that era, it makes its limitations work in its favor and gives you something that you'll really only appreciate if you know how these games function, I really wish we could get more of this kind of game.