I only played the fighter fwiw but did see cleric had a worse melee wep and mage was range. They really didn't need to add respawning enemies here, especially with how bad all the combat is. The only worthwhile encounter was the finale, but you could just spam items or ignore them, so it doesn't really count. Honestly, the game would be much better if they just removed the combat entirely. You get given way too many resources, and most enemies don't pose a threat while you can 3 shot any of them with even your weakest weapon. I was maxed on everything halfway through the first hub and would just enter new areas with 20 flasks and 200 mana things to pick up while only using a handful of them the entire hub. Speaking of weapons, there's really only your default weapon, two additional ones, and then a secret one you assemble over the course of the game, which was a bit disappointing. I imagine each class will have four unique weapons, but it's not like you can swap them midgame, so most people will just see one set of four.

It was fun to actually use notes and keep track of things, but nothing got so complex compared to what I've been hearing from word of mouth. I did find it hard to play this constantly, unlike other "shooters," whereas I could just marathon those for hours. I just decided to do a hub a day to make it better for myself. In hindsight, I would have done the final hub with another one since it is very straightforward.

I can only hope WADs actually put more thought into the combat or go all in on puzzles...

Reviewed on Oct 26, 2023


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