I haven't properly finished this game because I got awfully tired of it, I don't like to talk about stuff I haven't fully finished but I have things to say about this game, take all of this as you will. For the record I gave up the last level of the second chapter.

Let's begin with the fact that this isn't a retro-shooter at all besides visuals. It's more inspired by Doom Eternal but doesn't really commit to it and ends up something that tries to be like a retro-shooter but really isn't, feels like they wanted a something looking retro that played like Doom Eternal but just didn't pan out.

The melee options like the chainsword and the sprint that kills enemies are pretty clear signals of the Doom Eternal's influence. More importantly though it's the arena and encounter design, areas are big and paired with high mobility, the most important encounters are in arenas that lock you in and allow you to leave only once everything is dead. Also keys are needed for progression but rather than actually being actively searching for them like a retro-shooter them you'll encouter them as go, they're just a motivator but that's not inherently bad.

The reason why all of this ends up being pretty dull is simply a matter of severe lack of difficulty, even on the second hardest difficulty and a really weak gameplay loop. The gameplay loop is pretty simple retro-shooter affair but it feels conceived with something like Doom Eternal's systems but then they realized that's not like a retro-shooter at all. Health goes to from 200 to 10 like Eternal but you don't have to get health back yourself by interacting with multiple systems, generous health refils are just in a container somewhere in the arena, ammo for weapons other than the basic bolter also run dry quickly but much alike they're just plentiful around the level or arena. So you don't have to really manage resources at all like retro-shooters who would also have explorations and rewards or systems to interact with like in Doom Eternal. The opposition you meet is also rather inconsequential and not stimulating. Enemies can be divided in three categories, stands there and shoots slow and easy to dodge projecticles with different amounts of health but generally not an issue, runs at you fast at you and needs to be dealt with out of annoyace and finally a boss or bosslike encounters whom are rather spongy and have several visually messy attacks. Enemies might have different weapon resistances, I'm not inherently against this but it ends up being annoying particularly with bosses. I didn't find myself enganging with these enemies in anything more than the right tool at the right time which paired with the really shallow resource management made everything really dull quickly, bosses might get really annoying when you run out of resources and they start teleporting around big arenas.

The spritework is really good, weapon sprites are awesome and using miniatures for the enemies is a great touch. Enviroments are beatean easily by games who came out 30 years earlier.

The game biggest strong point is how it feels, your space marine stomps around like crazy and the guns might be some of the best to use in a shooter period even when the melee options are incosequential. If this is enough for you'll enjoy the game otherwise I would think twice before getting this.

Reviewed on Jun 18, 2023


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