This review contains spoilers

If you have felt a hole in your heart since you stopped playing Hades and have been looking for that same high ever since, it's time to download Revita and reward yourself.

Revita is another game in what feels like a constant barrage of Roguelike genre which seems to have exploded in popularity over the last few years. My favorite of the genre was (and still is) Hades. I mention Hades because it's the last game that I became obsessed with pushing higher heats and unlocking new parts of the base and story, and Revita ticks all of those same boxes for me.

Revita starts you off on a tutorial run to briefly introduce the player to the systems present in the game, with each run consisting of guiding our amnesia ridden main character up a clock tower, defeating enemies with one of the weapon options until you get to the end of the zone, beat the boss, and move on. There are a variety of guns you are able to choose from the standard pistol to an "orbital" gun that causes bullets to rapidly spin around you. The guns themselves also have variants that you are able to unlock as you progress further into the game, such as the rocket launcher changing into a twin-seeking missile gun. Something a bit different with Revita is that health is not only an indicator of if your run will continue, it's also used as currency for the various shops and special events. Revita also introduces a common roguelike system of Relics which enhance your stats, abilities and guns as well as Curses which introduce negative effects for the run. When the final boss of the run has been defeated players are rewarded with a Lucent shard which is essentially a New Game+ allowing the players to do the run again with additional difficulty modifiers which reportedly went up to 50 in the pre-release version of the game and I have only reached 14 at this time.

Revita also includes a starting base that you visit before each run like many of the genre. Here you can talk to the various citizens that you unlock as well as open up new opportunities via additional weapon, relics for your runs, opening and unlocking new rooms to find in the runs, and cosmetic options for the base and your character such as new benches in the garden or a new hat for the character. Unlocking additional features as you play through the game costs either soul coins (determined at the end of the run by the number of enemies killed) or by materials (earned by defeating bosses). There is also a small fishing minigame you can unlock (although it's not my favorite) if you are into that sort of thing. All of this has been fairly standard for me although I'm sure there are secrets to uncover in the base that I have yet to find.

In regards to secrets, there are plenty to find in this game. In each zone of a run there will always be at least one secret room that you can open by shooting the "fake" wall prior to defeating all enemies in the room. Additionally once you reach Shard 5 there is an in-game puzzle that must be completed before you can progress to higher shard difficulties. The puzzle itself felt fairly easy to figure out but actually completing it was reasonably difficult and felt rewarding to finish. This of course unlocks the higher shard in addition to a few additional in-game puzzles that I found rather difficult and ended up using a guide to help me through one part to make sure I wasn't missing anything. There are of course other secrets to unlock and figure out but I do not want to spoil everything for whoever reads this.

My favorite part of Revita is easily the runs themselves to climb the clock tower. While normal runs are possible, there are also daily, weekly, and bounty challenges. The daily and weeklies are set up by the game itself with leaderboards , but the bounty runs can only be found during a run and then must be opted into prior to the run starting. Typically these force a weapon and certain curses and modifiers into the run and reward you with a bonus of soul coins, materials or fishing bait. I have found generally the rewards are not high enough for me to consider doing them as I much prefer trying to push to the higher shard levels and progressing further in the game.

The game also excels at making you feel "OP". I typically find that about 40-50% of my runs end up with me having a build I would determine broken that either melts the rooms in the tower or even the bosses themselves. It is not always easy to get to that point as usually getting the OP combination also includes you risking a large amount of your health to get the more powerful relics in the run. There is a very fine line of risk versus reward that makes the experience overall very engaging.

Overall Revita is an excellent game that will probably be lost in a sea of roguelikes which is very unfortunate. As I write this review at 34 hours playtime I have unlocked only a small fraction of the available relics (90/270+) which I consider the main unlockable, with plenty more to also unlock for achievements, character cosmetics, and base enhancements. Revita scratches an itch that I've been longing for since I last played Hades and will become a game I constantly revisit until another game hits the same spot. In my opinion Revita is only marred by a slow start with boring relics and weapons compared to what can be unlocked as you go further. Anyone who enjoys the genre and has played and enjoyed similar games such as Hades, Binding of Isaac, or Enter the Gungeon will likely get similar enjoyment from Revita.

I tolerated XC1 and that game was fine/fun back in the day. I ended up really enjoying XC2. XC3 has really fun and engaging gameplay loop that feels absolutely bogged down and turned into a sluggish mesh. After 48 hours my reward for doing sidequests to make sure I unlock all the classes is that I'm obscenely overpowered and bored for the main story to the point I've given up on the game.

I have better things to do than play this for another 60 hours.

It was fun. Why did it give me materia for gil up in a DLC with nothing to buy.

Great game, probably one of the best in this style

This game is always great to come back to. Never gets dull.

This game is good but there are so many others like it that feel more diverse and interesting to play it's hard to recommend at this point.

A lot of meta progression that felt fast and then slowed down and I'm having a hard time enjoying actually playing the game now.

Great game bogged down by a few horrible sections and way too much "story".

Played on GMGOW. Combat was (for the most part) and vastly improved but also easier compared to 2018. The hardest boss fights were the multi-enemy where you mostly fighting the camera. I think they forgot it wasn't a marvel movie with basically the whole final section.

Making another checklist of realms to visit after completing the game to actually do everything was a big thumbs down. One part of the game (if you've played you know) should be brought out back and shot.

I did all major activities and got most achievements except go back and craft certain armor sets and find every last treasure.

This games story is actual garbage.

Battles themselves are come and go. I think the pinnacle of this game is Chapter 11 and the rest is fine.

Game heavily suffers from the fact that nearly every chapter you are getting two new characters you are forced to use and the new characters are always better than whoever their current comp is in your current party (save for maybe 1 or 2 early members).

The gimmick around the rings is fine I suppose but inheriting skills feels like garbage because anything that feels worth taking (outside of Canto) is way too expensive to justify saving up for it.

I played on maddening.

Game looks kinda nice I guess. Takes the Valkyrie game series name and uses it as toilet paper though.

I think this game is a supposed to be a spectacle fighter (at least partially?) Unfortunately they forgot most of the spectacle and with how long combos take to execute and how vulnerable you are there is barely any of the fighter in here.

Fun 2D sidescrolling ARPG type game. Unfortunately after only 6 hours I feel like I'm already getting limited by the resources I am able to collect and the farming component of the game when I just want to continue exploring new areas.

Really fun combat system but if you progress faster than the farming portion of the game then you end up doing 1 damage to enemies and obviously that makes killing bosses harder.

Would recommend if you can tolerate a little bit of grind.

Simply an upgrade from BOTW. Unfortunately once you finish the best part of the game (exploring around the world and just doing random shit) and then move on to interact with the main story and the dungeons it ends up being just as disappointing as BOTW in that regard.

Master Sword quest in this game was far better.


This game is basically what would happen if FF14 was single player. From the overall pacing of the story to the quest design. I think this is a great culmination of FF that feels like it's been work towards since FF12 was released and the turn based system was mostly abandoned. There are certainly some touch ups that can be done but overall the formula felt well put together throughout my entire playthrough of ~55 hours to do everything I could.

Overall the game was far too easy in the action focused mode which was the hardest difficulty to start with. I have barely touched upon the New Game+ difficult (Final Fantasy) but have initial high hopes for it.

The quest design I find tremendous, but I think i've been stockholm'd by playing so much FF14. The main quest with extremely high points of just incredible action and story accompanied by side quests all designed in a way to help the player understand the world and everything else that just keeps on going despite your heroic conquests.

The music is phenomenal throughout and really accentuates the tone of some of the areas you explore and the larger, more important fights that you partake in. While the story was for the most part serviceable, I think the final hour or so of actual game leading up to the end of the game was some of the straight up coolest shit.

The combat felt really fun and snappy. It was like if you took the garbage system from Valkyrie Elysium that came out last summer (I think) and made it good. The biggest problem is that the Eikons, which essentially come down to which special ability do you like the most, didn't matter too much in the initial playthrough since everything was so easy. There are plenty of abilities to pick and choose from and I'm hoping to spend a little more time trying them out and finding all the cool nuances. I was still discovering small intricacies in the combat system even near the very end of my playthrough.

May update this review once I play more of NG+ and potentially dip my toes into the arcade stages.

This game is so good. If you like JRPGs you basically have to play it if you ask me. Probably a portion/continuation of one of the best stories in gaming.

The worst part is that the difference in the combat between Normal and Hard Mode is a little frustrating. In hard mode there is a lot of loading old saves to get the right Orbment "magic" loadout to properly fight some of the bosses is annoying for the first half of the game or so. On normal you mode you don't even really need to think for the most part. I can overlook these problems with the combat system because even just setting up your equipment and orbments is really fun.

106 hours on Tactician difficulty for almost 100% completion. I've already started a second playthrough and can't get enough.

Overall a little too easy. It's obvious that Act 1 was in early access for so long because it felt much more well balanced and far less buggy than Act 3. No game crippling bugs but a lot of weird dialogue and quest progression bugs that didn't quite break the game for me. I ignored a somewhat major component of the game by ignoring all illithid power options and that entire skill tree.