Let’s talk about Hyper Scape

Hyper Scape is apparently “the new shit”. Though developed by Ubisoft, it seems to become rather popular as it introduces interesting mechanics to the BR-game genre. Here are my thoughts on it so far.

It’s a fast-take and less RNG-dependant take on the BR-genre and while I personally am not a fan of Ubisoft or battle royal games… I must say that they did a pretty good job with this title.

Drop down from the sky and plunder the city!

What’s different in Hyper Scape?

Well, first up, you’ve got a double jump and get to climb and jump around buildings which is very “Quake 3”-like. Some buildings and areas are blocked off by destructible barriers and provide you with loot – but there are no rarity levels per sé. Instead, you’re provided with a variety of weapons that you upgrade by fusing them with the same weapon, improving their damage, magazine size and other properties of them.

On top of battling enemies with shotguns, grenade launchers, your baton, snipers and other guns, you also have two abilities that you find in buildings, crates or on the ground. Essentially there is a vast variety of offensive, defensive and utility spells that allow you to outwit your opponents. By fusing them with abilities of the same type, you also enhance their cooldowns or other capabilities.

Did I hear something?

Overall, I really like this feature. In the few rounds I had so far, I didn’t really feel as if the game was dependant on luck. You’ll have to think about it in other ways: If you can’t find any upgrades for your wall-ability, you may as well try to make use of the other abilities you can find and try to upgrade those as much as possible. Even defensive abilities like the

Wall can be used offensively, as you block off escape routes for your enemies and shower them with your grenade launcher shells and mines, or you use it to boost yourself up and get some distance between yourself and the opponent.

Fashion > Damage – get some skins and stuff!

The way you use your abilities and weapons, the way you jump around the map and try to get your kit together faster than your enemies while destroying foes, is really cool and I did enjoy myself quite a bit. I also love that the rounds aren’t taking too long. You either go in Solo or with a Squad of three – and you essentially butt heads with other people until nobody’s left – or until “the crown” spawns which you have to pick up and hold for 45 seconds to win. By holding the crown, however, you also are revealed to your enemies.

Of course, the map also gets narrowed down bit by bit as the different Sectors of the Map are falling apart and turning into blue dust… i don’t know. It fits the game. Instead of just having a circle of death coming in closer, you get these different city parts that get destroyed, so you essentially know where enemies might come from and can position yourself accordingly to catch them off-guard and rain down on them.

And speaking of the Map: The city of Neo Arcadia is wonderful. It’s bright and colourful and really fits the more cartoon-y feel of the game while providing you with some nice verticality as you climb among the roofs, walk along the mono rail or hop into the theatre or other land marks. Being up on the roof gives you the advantage of being swift and mobile, though it also presents you to snipers rather easily. Meanwhile on the ground you have to be careful since the escape routes can be quite difficult.

And well, just like in Darwin Project, there is Twitch Integration. Streamers are able to invite their viewers to play the game and they are able to decide on which sectors to get destroyed or which event to start next, which can be quite interesting for viewers but I can see some issues with streamers telling their viewers to vote in their favour… although viewers don’t usually equal slaves, so I guess there won’t be any issues with it and usually events like the “infinite ammo event” or the “zero gravity event” usually tend to harm and benefit everyone equally.

My first ever kill – it must be the scottish accent that’s giving me the skill and swiftness needed for that. Also, I survived and got spot 15! Pog!

The only thing I don’t like about the game so far is the lacklustre gunplay. The first thing I liked about Destiny 2, for instance, is that the guns actually feel like they’ve got OOMPH behind them! They actually pack a punch and it feels great to shoot with them. Meanwhile, you’ve got the guns in Hyper Scape that quite often don’t really feel as destructive as they may be. The sniper feels alright but all the others don’t really convey the feeling that they’re actual guns. And don’t get me wrong: I’m completely against guns iRL… but when it comes to games… made for your personal enjoyment… shouldn’t the gunplay feel a bit better? The noises and all of that included?

And apart from that, while the games themselves can be really fast-paced and quickly done… the time it takes before getting into the next round is just way too long in my opinion. It takes a few seconds to minutes to find a new game and you have to click yourself through the battle pass progress and the missions and who killed you and where you placed and all of that before heading into a lobby… only to find a game… and then it starts… and I’d love it if you could see the battle pass stats later or opt-out of the notifications as they get a tad annoying eventually when you have to click yourself through all of them one after one – only to start the game. I mean, you can look up what you unlocked in the Hyper Scape Hub anyways. It’s not exactly needed after every game… but maybe that’s just like yelling at clouds? I don’t know… it’s not the worst thing in the world and it doesn’t bother me the most, y’know? It’s just a wee bit annoying.

Enter the Hyper Scape?

I am really enjoying this game. I guess it’s still in its open beta, so we’ll have to see how the game gets balanced and how it’s going to be received overall. I feel like there’re way too many Battle Royale titles out right now, so it’s all the more important that games like this one try to take a different approach regarding loot and combat. I might not be the best at the game yet since I’m not an FPS player but I feel like I’m doing a lot better already even after only having played a few games of it, so the learning curve might not be too steep. I just have to get better at reacting quickly!

Either way, that’s it for today’s post. I’ve been playing this now for a bit and have really been enjoying it… you can sneak in “just a quick round” in between study breaks, which is quite nice compared to other games… you don’t usually go for “just a quick round of League” or “just a quick hunt in MHW”, so this has been quite nice every now and then. It’s probably going to be one of those on-and-off games of mine, although that might change if more of my friends get into it.

Cheers!

Indietail – ClusterFobia

There are all kinds of games out there with all kinds of presentations and premises. A lot of games in the Indie scene feature unique premises that may have not been explored all that much, just yet, and often also present us unique and interesting design choices that you either hate or love.

Today we’re talking about ClusterFobia, a puzzle-shooter by Ganin, that features exactly that: Interesting and unique design choices that are really hit or miss.

Developer: Kirill Azernyi (Ganin)
Publisher: Kirill Azernyi (Ganin)
Genres: Puzzle, Bullet Hell, Shooter
Release Date: December 10, 2019
Available for: PC
Reviewed on: PC
Copy is available for free.

In ClusterFobia you are some sort of creature that seemingly was drawn in paint and you shoot out bullets that travel from the left side of the screen to the right side of the screen. Your bullets hurt you. So do enemies… and walls. Hence you need to find a way to destroy walls and enemies with your bullets while dodging everything and surviving a bullet hell that you created yourself.

And that’s essentially all I can say about this game without getting into too much of a rant… which is ironic since there is more to this post than just that part, but uh… I tried to be friendly or just informational but I feel that I should rather be honest and give my honest review, listing the short-comings of a game that is… like this. The premise is interesting, I guess, but it’s really unripe and I’m still not entirely sure if the dev, who e-mailed me with a request to review his game, is serious about this.

But what’s the problem with the game?

Well, mostly it just feels like one big troll of sorts. You dodging enemies and your own bullets seems like an interesting idea. Hell, the concept is nice! It kind of reminded me of Gutwhale where you have to manage the space between your enemies, you and your bullets. While you have to recollect your bullets in Gutwhale, you’ve got to dodge your own bullets in ClusterFobia… but sadly, the execution is just a mess. It feels painful to play something where everything seems to work and not work as intended.

Not being able to aim all that well, results in you connecting events to the wrong cause like it did for me. I thought I killed an enemy with my bullets but it actually didn’t get killed by that but by the wall. It just touched the wall and the bullet at the same time. That’s frustrating. Some walls kill you upon touching while others require you to touch them to actually go away. It’s super weird and just annoying. I finished the first level. The second one is just annoying bullet hell… without the fun part of being a bullet hell. The third one? Didn’t bother with anything past the second level…

And I did boot it up multiple times. I really did. I did try to give it a second chance… and a third chance… and a fourth chance… and even a fifth chance, although I had to mute the game on the fifth attempt while blasting other music through my headphones to make the game at least a tad enjoyable. But no matter how many times I tried to play the game, I always ended up with the feeling of regret: Regret that I really did try to give this game a chance.

The game’s presentation is a mess as well. Objects that seem to act the don’t look the same. They change the colours on random, to the point that you might think that there should have been an epilepsy warning at the beginning. Nothing is polished. Everything seems to have been directly extracted from Paint. It’s hurting in your eyes.

Meanwhile, the soundtrack is so loud and noisy that your ears might as well bleed while playing the game. Shooting out bullets causes more noise on top of the noise while the whole presentation is just sad to look at. If you want to turn music off, you’ll have to use the audio mixer after all, your game closes when you hit Escape and the actual settings don’t provide you with anything to change.

Sometimes games fuck with you. Sometimes they really do. Sometimes games are made for you to figure them out and eventually get over the obstacles that are blocking your way. In “Jump Knight” you need to reach the top by jumping through a rather difficult parkour part starring some unforgiving jumps that set you back a bunch! In “Getting Over It” you also need to make use of a pickaxe to reach space and beat the game while risking to lose footing during all of those jumps, only to eventually get set back while the narrator makes fun of you in one way or the other.

The “Dark Souls” franchise or even the whole SoulsBorne genre is known for difficult and challenging but also frustrating gameplay that tests your patience and skill, and, well, it’s successful.

And I only just started to play the third game and died nine times at the tutorial-boss, the Iudex Gundyr, who taught me important lessons about the game that I probably will need in future boss fights! But I’ll post on that, too, so expect more Dark Souls in the future.

Meanwhile, ClusterFobia is just frustrating. You may consider it “challenging” as well but I’m not sure if there is a way to beat that level. I’m not sure if you can actually get past the first level and even if you do… there are apparently more levels to it and I’m not sure if anyone really wants to play through all of those as well.

Other games can be frustrating or challenging, too, but at least you see how you’re supposed to do it. At least you get to figure it out. At least it always seems “this close!!” so you try again… in ClusterFobia you just get tired of trying. You end up losing your nerves as you try more and more; as you try to not quit this game. I quit the game multiple times but always thought that I’d have to try again and get more info on the game for the sake of a review. “After all, the dev seems to be really proud of his piece here, so I should do my best!”

I’m quoting the dev here:
“ClusterPhobia is maybe all about figuring out where to shoot and how the objects relate to each other (…) and also about knowing exactly when and how to shoot so that you don’t get killed by your own bullets and don’t destroy something critical for solving a level. If ClusterPhobia had a philosophy, that would be: [The] player is not supposed to know much about how [the] game works beforehand, but rather understand it out of his or her own experience – and yes, at first it might be annoying, but once the connection between objects is understood, and all actions are smoothly performed, it might get satisfying.”

But here’s where the problem lies:
It’s not healthy for a game if you can destroy a level by shooting at something critical to the solution of said level. It’s not healthy for a game to have no correlation between different events in the game. If you shoot a wall or an enemy and it gets destroyed, you’ll think that all walls or enemies of that type would get destroyed… but if the game doesn’t stick to that, the game becomes stale, frustrating and painful to play.
If there is no pull for the player to keep on playing, they’ll stop playing. If you don’t give a damn about explaining mechanics and sticking to your own rules, then the player won’t play the game. “Trial and error” is not fun. It’s frustrating. Learning patterns of sorts while some game is shitting into the player’s ears is just bad game design.

In the end, I’d have to say that this is poor game design. When a game is so frustrating and painful to watch and play that you’d rather kill puppies than play more of it, then it’s a bad game. Hence I can’t recommend the experience, despite it being a free game…

Cheers.

(Note: The dev calls the game ClusterPhobia but the actual game is called ClusterFobia in the installer and in the URL to the gamejolt side, so I’m not sure whether or not it actually is spelled like this or that.)

Valorant – My First Impressions

Valorant is the new thing and I’ve got a beta-key, woohoo.
In this post, we’ll talk about the latest release by our favourite Indie Game Studio, Riot Games!

Only a few days ago, Riot released their take on the tactical shooter genre, Valorant, for PC in a Closed Beta. To get keys for that Beta, you had to lurk in Twitch Streams that had these drops enabled. To enable those drops, Riot had to choose you to do so which is why Twitch was having a few problems here and there for the past few days as a ton of people have been lurking in summit1g and some other streams.

And yeah, I guess I’m part of the problem, too. After all, I’ve got a key, too, and I’ve lurked in probably eight different streams for two nights in a row, leaving my PC on for that time while I slept and I was rather successful to get a key and to now be able to present it.

Alas, I’m able to tell you about what a great game Valorant is… well… I don’t know if it’s that great.

I mean, I’ve never been much of an FPS-player… let alone someone who likes to play tactical ones… Every now and then I did play my share of shooter games, I guess, but more often than not I didn’t really stick around to them all that much. Overwatch is a perfect example for a game that was fun to play but over time got changed so drastically that it wasn’t fun to play anymore (RIP Mercy)… and Destiny is still fun to play but I mostly play PvE in Destiny and, therefore, I wouldn’t really count that one.

But why then would I get out of my comfort zone and play yet another shooting game or rather a tactical shooter that could be compared to Counter-Strike: Global Offense?

Well,… I guess “it’s new and I’d like to try it out” is the most perfect fit for that kind of question. I like Riot Games and was quite excited about their take on the Auto Battler genre and the card game genre, so I wanted to see what they’d bring to the table in FPS games and well… they are really trying hard to create a new Esports of sorts.

After all, they are pumping a hefty amount of money into this. Not only is this game built for low-end PCs (with minimum and maximum specs that are quite old now and shouldn’t be too hard to achieve) but it also features 128-tick-servers which should get rid of a ton of the “I was covered, how did that hit me, hacker hacker” crap.

Essentially, the server-stuff is quite expensive and Riot isn’t exactly making money right now with Valorant but it shows that they’re serious about this and are really invested in the idea of having two huge esports games. I guess the only way for them to make money off of this is selling skins and maybe some faster access to characters and stuff. I could also imagine there being a paid battle pass in the future but I so far haven’t seen any loot boxes, yet.

The game seems to be aimed to become a special mix between CS: GO and Overwatch, as it features several different “agents” from different countries of the world, each with their own abilities and personalities.

While the agile duelist Jett, for instance, is able to dash around and create sight-blockages for other players, Sage is more of a Support-character who’s able to provide crowd-control in form of a slow and an ice-wall and heals for allies. There are a total of ten agents right now in the game and while they have a perfect mix of all kinds of abilities in there, the gunplay and the player’s skill are not meant to be overshadowed by certain characters’ abilities.

That’s at least what Riot said themselves, which is why a big chunk of the current player base is complaining about Raze, a duelist that has four different offensive abilities with three of them being able to insta-kill you, being the complete opposite of what Riot wanted.

Raze, Jett and Sage aside, there’s plenty of male and female characters with their own characteristics and their own quirks. I enjoy playing Sage (Support Main forever), Raze (the Valorant-version of SC2’s Protoss), and Pheonix (a very hot dude).

While there are different characters with different abilities, overall the game’s not too different from Counter-Strike. There are a few different maps with different zones where you need to deploy a bomb at (if you’re on the attacker team) while the defender team is trying to stop you from doing so. Alas, you either plant the “spike” (aka the bomb^^) and defend it or you try to kill everyone and defuse the “spike”, to stop the terrori- eh, attackers!

There’s been some CS: GO fanboys out there who are criticizing Valorant for being like a cheap version of CS: GO but I don’t really see all that much of a point to talk one down and lift the other one up when in fact nothing has changed for ages now in CS: GO (as far as I know). They are two sides of the same coin and Valorant is trying to keep things simple with no distractions on the map while implementing quick and fast-paced rounds that can go either way with nothing being lost after just a few rounds.

The abilities are a nice take on the genre, the guns feel really great and precise, and you can actually use the ADS on a ton of them while customizing your cross-hair, too, which I reckon might be great for a lot of professional players.

I haven’t experienced any toxicity yet, despite the voice chat being a thing in there… but I’ve noticed that a lot of the Counter-Strike-players are picking up the game rather fast and are leaving complete newbies like me in the dust already, which is a bit bothersome.

There’re also some cool mechanics here and there with gun recoil and spray patterns and whatnot but I don’t get that stuff, honestly. A lot of the weapons feel strong but there is no “overpowered” weapon right now. It all depends on how you use them.

For instance, I like going for the Ghost (pistol) and the Judge (shotgun) or the Ghost in combination with one of the snipers. I just like these weapons. The Guardian can quickly take out multiple enemies but I still need to get better at learning the maps, aiming, and overall I just need to “gid gud”, I guess, but that will have to wait as I’ve just now spent about two hours exploring the shooting range map and doing a stupid jump-n-run that can be found here while trying not to cheat it at all. Was a lot of fun.

I hope you’ve enjoyed this post. There are some people out there who don’t have drops enabled but put it into their titles regardless of that. If you ever encounter one of those, ignore what’s in the titles and check their tags and if it says that they have drops enabled under the title and if it doesn’t, please report them as falsely advertising your streams, using misleading titles and misleading categories is against TOS, afaik.

Apart from that, I will probably post a bit more about Valorant every now and then once I’ve got some more first impressions, but I don’t think that I’ll play too much of it soon… Regardless of that, I’m excited to see how this one goes. It’s easy to learn and thus, I really enjoy watching it on Twitch, which is not the case for CS: GO, which I personally find boring.

Anyways, have a nice day! Cheers!

This post is part of a challenge called BLAPRIL. The goal is to post as much as possible during the 30 days of April. There are different themes during some of the weeks and a lot of mentors, newbies and participants participating. Feel free to check this hub-post out and check out the other participants!

Indietail – Risk of Rain 2

A while ago I reviewed Hopoo Games’ Risk of Rain 1 and it’s to-date one of my favourite games. It’s a lovely Indie-Action-Roguelike-title with a very nice combat system, a wonderful soundtrack and a timer that is increasing the difficulty the longer you take to complete the game. Hopoo Games released Risk of Rain 1 in 2013 and then announced that I wanted to develop a second game that would take place in the third dimension! A whole new game that would play like a third-person-shooter but still remain true to its core-values that made RoR1 a RoR-game. And well…. since March 2019 it’s Hopoo’s time to shine as Risk of Rain 2 released in Early Access and as tons of people discovered it for themselves, gave feedback on the discord-server, streamed it, made videos on it and wrote about it.

The Warbanner is, still, one of my favourite items! Here it provides us with a buff in this globe around it, upon level up!

But how do I like Risk of Rain 2 and do I recommend it? Let’s find out!

Note: In this review, I will be comparing the second game to the first game quite often, so I recommend checking it out over here. Of course I’ll review the game as usual in different aspects, so there’s going to be a lot of reviewing on parts that are new or that make RoR2 unique, so enjoy this review. 🙂

Developer: Hopoo Games
Publisher: Gearbox Publishing
Genres: Action, Adventure, Rogue-like, Indie, Third Person Shooter,
Release Date: March 28, 2019
Reviewed on: PC
Available on: PC, XBOX One, PS4, Switch
Copy was purchased.

For anyone who doesn’t know about the Risk of Rain games (I suppose, it’s a franchise now), you essentially spawn on a foreign planet and fight off monsters while searching for a teleporter to get to the next area. Fighting enemies grants you experience (that levels you up, increasing your stats) and gold. Gold can then be used to open up chests and receive items that grant you all kinds of special perks from stat-increases (like attack speed or move speed up) to game-changing elements (like poison damage or exploding enemies).

When you find the teleporter, you activate it to spawn the last waves of enemies and to spawn the boss who you then have to defeat to get rewarded with yet another item and to proceed to the next level. Dying never felt unfair and there were a ton of possibilities of item-combinations to make you super overpowered and it’s really great!

While Risk of Rain 1 better when using the gamepad/controller, due to its platforming-nature, Risk of Rain 2 plays better using the mouse and keyboard since it requires a lot of aiming. Don’t get me wrong, gamepad-controls still work quite well, but I’m better at aiming, using a mouse. Controls are rather smooth, you’ve still got your shooting ability, second ability and ultimate, as well as some sort of mobility-ability. You can remap the keybindings but I found the standard ones to work out just fine. There’s also a whole new sprint-button and as I’m not used to that being a thing, I forget about that button more often than not.

The aforementioned sprint-button is very convenient since the new levels are massive!

Being procedurally generated, they offer a lot to see with different biomes and different enemies depending on what level you are at. The chests and the teleporter are also located on different spots, so you always have to find them. I really enjoyed the wide areas and the feeling you have when you’re standing up close to the bosses. You’re just tiny compared to it all!

INTO THE ABYSS

Speaking of bosses, we can find a lot of RoR1’s enemies and bosses in the game as well.

From the Whisps to the Lemurians and Stone Golems (on the enemy-front) to the Magma Worm, the Wandering Vagrant, the Imp Overlord, the Scavenger, and the Stone Titan (on the boss front). These still have similar patterns to Risk of Rain 1 but since we’re playing in the third-person-view a lot of their attacks are wide ones with great areas of attacks and different moves. There are also new bosses like the Clay Dunestrider, the Beetle Queen, the Alloy Warship Unit and, one of my favourites, the Grovetender.

These new bosses either spawn enemies or pull you in, some have chain attacks while others have special conditions that need to be met before they can spawn. It surely is really interesting to see these new bosses in the game while still keeping some old fan-favourites in the game.

A blue portal brings us to a whole new merchant that is able to provide us with new items… for a price!

Hopoo Games changed the boss-mechanic in a way, though. In Risk of Rain 1, once you’ve activated the teleporter, you’d have to defeat the boss and all enemies that have spawned in the next [time based on difficulty] seconds. This “clean up” of sorts was rather annoying but manageable in the first game.

Now, in the second game there’s no such thing as a “clean up”. Once you activate the teleporter, a globe around it is displayed with a red circle in which you need to stand to charge the teleporter up. In that time, enemies keep spawning while the boss (still) is attacking you. Of course, you can leave the area around the teleporter, but it won’t charge in that time and the boss will follow you around. Once it’s charged up completely, you can use the teleporter right away after defeating the boss, resulting in your excess money getting converted into experience points.

I really liked this change as it meant that you’d have to tackle bosses differently and as you couldn’t just wait the event out and then clean up slowly.

Into the next area!

The old enemies along the side of new enemies like the Brass Contraption and the Beetle Guards really make the world feel lively although dangerous.

There’re a lot of new attacks to look out for, coming at you from all sides. Lesser Whisps are rather weak but since they spawn a lot and since they are flying, you need to take care of them rather quickly as they do hurt a lot. And then there are the slow but sturdy Stone Golems who attack with a laser beam but need to charge up slowly after every attack. I really enjoyed this variety and new enemies are being added in every new update.

And then there are new items, too, along side old classics like the Soldier’s Syringe that increases the attackspeed-stat or Paul’s Goathoof that increases movement speed. I really enjoyed seeing these items again while also having new items like Little Discipline (which shoots out whisps from a container) or the Queen’s Gland (which spawns a Beetle Guard on your side that attacks enemies and can block shots for you).

Facing off against the Clay Dunestrider!

Just like in the first game the soundtrack, made by Chris Christodolou again, is awesome!

It’s very Risk-of-Rain-ish and fits the game like a metaphorical glove. It’s very space-y and futuristic while also atmospheric and, although it fits the game, it’s still all new and doesn’t rely too much on the first game’s soundtrack. I really enjoyed it. Along with the all new soundtrack, there is also a new style present in the game. Hopoo Games teamed up with Gearbox Publishing (whose dev studio is behind the Borderlands Games) and created an all-new style for this game. It now uses some sort of cell-shading-style that uses the same colour palette as Risk of Rain 1 and therefore remains true to its original colours but still has a new sort of freshness to it that looks quite rad, to say the least. I really like this new style and while I loved the pixel-artstyle of the first game, I can see how it doesn’t fit the new Third-Person-view and that this style is still fitting it quite well.

My favourite biome, the Scorched Acres! It’s so pretty and warped!

But while I love the Risk of Rain franchise, there certainly are some issues with it.

While Multiplayer has been fixed and is easy to set up, the devs’ fear of the MP overshadowing the SP came true and because of that I kind of feel like it’s not worth playing the game if you can’t play it with friends. Sure, it certainly is challenging and fun while alone… but it’s a lot more fun with friends as you can strategize a lot about who takes what items and how you build your characters.

And the other issue I had with the game was the fact that dying in MP means that you need to wait and spectate while your friends clear the level and venture into the next one. Once you’re there, you have less items than everyone else and therefore may be struggling more, resulting in a bad experience. I would have liked it if you’d spawn in as a “pet whisp” or some sort of enemy and play as that one for the time-being to either screw with your friends or help them beat the level. The current system really hurts the fun that I had with the game. And then there are the characters.

The Imp Overlord is back at it again! Scary!

Also, I found some of the unlock-criterias in the first game better than the new ones. But I guess that’s just a preference-thing. While I’ve unlocked a lot of items and new areas of the game, I think it’s worth mentioning that I have yet to unlock all of the characters, but since Multiplayer is a lot more fun than playing alone, I’ve experienced this weird feeling of not being as motivated to play alone as I was with Risk of Rain 1. I still start up occasionally and play a few runs, sure, but it’s not as frequent as I would have with RoR1, due to the fact that a lot of my friends don’t play it as often anymore. (If you want to play it with me, hit me up!)

And since the maps are so huge, I found it rather hard to keep track of the teleporter. Every biome has a few variants to it and the teleporter can be found in a lot of different locations. Quite often, however, I would have found the teleporter early on but would decide on actually getting more items first and then I’d get lost, resulting in having to find the teleporter again. I’d like it a lot if you could pull out a map (while the game’s not paused) to mark stuff on it or if the waypoints set with the middle-mouse-button were permanent, so that you can permanently mark chests and/or the teleporter. That’d be great.

Dio’s Little Friend (JoJo-Refernece much?) revived us here when the Imp Overlord let us experience his rage! Lucky!

Overall the game has a few flaws but since it’s in Early Access it constantly gets updated with a very dedicated dev team and a community that tries to give as much feedback as possible. The community for this game is great, the new additions to the game have been interesting and didn’t hurt the game’s spirit at all but rather helped it reach new heights! And it’s not finished yet. The journey keeps on going, so there’s more to be expected in the future!

So, I’d give it a recommendation.

Anyways, I hope you enjoyed this review!

Cheers!

Note: Screenshots were taken from one run. As I didn’t want to spoil too much, I only featured these three areas and the blue portal but I can assure you that there’s a lot more to see!