Playtime:
2272 minutes
Overall, after about 30 hours on my first playthrough now done, though plans for at least one more playthrough, if not more... I will strongly recomend this game, but with big caveats.
Quick and simple summary though
Pros
-Gameplay (when it works, is energetic and fast and quite nice)
-Exploration, good number of side areas, hidden little spots, and branching paths that, at least initially, you won't know which one leads to the desired area (is once you know it all semi linear, but doesn't feel that way when first exploring it as much).
-Level design, excelent level design, both from a gameplay standpoint of going from point a to point B often being interesting and varied, both mechanically and visually, as well as overall just feeling a bit more unique compared to most other games out there these days. Extreme size is offset by the players mobility (my walking is 37km/h, and dashing over 80km per hour, plus psuedo flying when needed, and there are faster frame options).
-Enviornment Design... probably the best part of this game honestly, it's like the superstructures towering above you in AC6 or stuff, that dwar you when you're a ten meter tall mek, but now you're inside them as a human sized person... it's all just so oppresively huge and expansive. Bottomless pits aren't truly bottomless, you feel and know there's something down there, it just might be a shaft that goes for a few miles before then. On the verticality, you will find extreme amounts of verticality in these levels, like jump off an upper part, and spend ten plus seconds falling to a lower part. But just taking these in and looking at them and stuff is great, and they aren't all the same, some are indoors, underground, others inside towering structures, some outside of them, on the edges, with a variety of types and designs, it all is similar to a part but feels different enough going through all the zones.
-Experience... between the wow and enviornmental interest, type of gameplay, and how character quests work... I felt like when I first played D Souls 1, my favorite of that series. It's not as good as it, but the experience and feeling was the closest to it for me I've gotten in any game I've played. So huge bonus for getting that vibe right.
Cons
-Visual quality, while the aesthetic and feel of the world is great, the actual graphics, like D Souls 1 today, just feels a bit lacking and rough, but with even less polish. Fidelity is low, with simplistic lighting, lacking enviornmental effects, audio, and all those little details that can really help a game, it lives off of it's macro sense, look at the micro and it's a bit lackluster. Luckily the game does focus you on that macro most of the time.
Character art, tends to be stiff on animations, fabric doesn't simulate right and clips or bends with your head through your body or frame when looking up/down, NPC characters somewhat lack character with stiff idle poses/animations. Character animations sometimes are just missing/lacking, like a quad leg frame, it always just slowly walks forward, even if you go sideways, super fast, backwards, slow, forward, it's always that same slow forward walking animation that wont ever match your move speed over the ground. Lots of things if feel like a first pass just get it in the game to test it for now state, that was never replaced or refined later on.
Also a huge issue is all the flickering as you move through levels or turn around. Anytime a part of a wall, each section or a mesh comes into view, it has a pop in period with the background white outside most likely visible, so you constantly are strobed by these white flickers as you move around and turn around in areas, especially indoors (a good bit of the game). A fairly simple fix, and sign of major optimization they can do int he levels in Unreal Engine by baking the meshes together, and upscaling their occlusion dimensions wich are fairly easy, though do take a little time to do across multiple massive levels I will grant, but well worth the time if they can fix this post launch and I hope they do. It'd improve performance, and look better.
-Bugs, while luckily nothing gamebreaking here, lots of little issues, and some kinda big, are present around the game. I played melee build, and issues like if you drop and hit the ground, you have slight stagger animation for the landing, that can replace/overwrite an in progress swinging animation for a sword, so you can just lose your attack with it ending before the hit part because you touched the ground, in a game with lots of verticaly this happens a lot. I got pretty good at super timing to finish swings just before I'd touch the ground by the end, but between this and other bugs with melee early game it was honestly very frusterating, by end game, mostly good, though still annoying at times if overall nicely satisfying.
-Optimization, while most of the early game was fine, when I got a water area, oh boy I started having some just terrible frame rates in indoor rooms in those places. Going from 60fps in most places, to in those rooms often sub 20, sometime sub 10fps. In addition there are some enemies like... tall spider multi legged ish ones in a dark area that fire lots of little shocky orbs around them, when those go off you go from 60, to about 5-10fps for a second or two. So a few specific areas/enemies that majorly cause issues, but for the most part it was fine on just medium or high settings in most areas.
So ya, some big issues, it honestly feels in many parts like a alpha build of a game, before the models are all finalized, animations fully in, lighting baked, and all the polish happens, but even with that, I still loved the game and experience a great deal. If it had all these fixed and polished, I honestly think it could be one of my all time favorites, but for now is just one of my quite highly rated ones. Top 30 probably (I play a lot of games yes).
👍 : 5 |
😃 : 0