9 people found this review helpful
Recommended
5.9 hrs last two weeks / 13.5 hrs on record
Posted: 20 Jan @ 5:43am
Product received for free

Boring world does not stand in the way of fun gameplay and a large number of enemies, which result in an equal number of various and surprising skills.

The plot does not begin with an engaging backstory, villain, or threat to the entire world. You are merely a robot whose memory has been erased and is now searching for his father. Your AI guide is there to help you along the journey, but only you can see it. The story is revealed through comic book panels and an AI guide that shows up at various stages and who knows more than it says.

Your little robot is a classic platforming hero with all of the expected moves. It can jump fairly high, slide across the floor to slip into small areas, and attack. As is typically the case, you discover new moves as you explore the world and advance through the game.

Shooting feels great. The main reason for this is that you do not have to mash the attack button for each bullet; instead, you can hold the button for continuous shooting. Although the default attack only fires straight ahead, you may use the target button to lock yourself in place and aim at anything, including enemies below you. If you look for special orbs, you can improve your basic attack to fire a lot more bullets.

Melee attack is also available, and it creates a small circle around you that hurts everything inside it. It’s not very useful. It gets better later, when you upgrade and find new skills that increase the range and add the ability to destroy small projectiles, but I used it very rarely.

Shooting at enemies fills a bar. Once full, you can trigger a barrage of bullets that fills the entire screen in front of you. This is another skill that I barely used. What you can’t ignore is a much more vital called target. When you shoot at an enemy or obstacle and fill up a circle, you can unleash a powerful strike. This can be triggered from anywhere on the screen because it hits through obstacles and walls.

This skill is often used to break specific barriers, but because these attacks are elemental, you may have to figure out which one works. Target is also effective against bosses and is frequently the only method to defeat them when combined with elemental attacks. What’s more, some bosses have several targets you have to mark to even cause any damage.

The game's world is separated into twelve distinct sectors. Individual sectors are not that big, yet each has its own visuals and threats. Rooms within these sections, on the other hand, are quite monotonous and basic, with only a few platforms, enemies, and switches that open a door leading to game’s collectibles. Instead of a faint sound, switches could use a better feedback since you never know if you have located them all or if something has been opened.

There is a map, however it only shows individual rooms as squares and rectangles, not the whole layout. However, it remains extremely useful because it displays exits and other vital things when you locate the needed terminal. One opens up the entire section map, and two compasses show collectibles. There are secret walls as well, but they’re pretty rare. Another rare feature are characters with quests. This is just an excuse to look for something else in a sector besides the usual collectibles.

The goal in each sector is to defeat a boss, which unlocks a useful skill that allows you to travel to other regions of the map. Your next goal is marked, so you always know where to go. If you wish to make things simpler for yourself, sections includes optional bosses that unlocks skills that you probably will not be able to do without. By the way, bosses are not that hard. They have only a few attacks, and don’t change much after you take half of their health.

Enemy diversity is plentiful, so you will always meet something new. Each has its distinct attack, but they do not require many rounds to kill. Elements matter so you’ll switch a lot for later enemies, but you can deal damage with any element. Besides a small amount of health, enemies also drop essence, which is important for upgrading. Upgrades consist of three stats: vitality for health, power for damage, and target for faster targeting. You may upgrade at any moment from the main menu, so there is no need to look for special spots.

Saving is done at terminals. Aside from healing you, each terminal includes a log that provides more about the story. Saving also causes enemies to respawn, although in an unusual fashion. Instead of respawning when you save, you must change rooms for it to take effect. So, if you save after clearing a room, it will remain empty until you switch.

What I like the most is that the game includes minor elements that allow you to track your progress. You can find them all on the main menu. For example, you can go through logs, letters, concept art, and unlocked moves. The criticism is that the colors for locked and unlocked entries are too similar. Instead of an immediately noticeable entry, everything is dull and difficult to spot.

The most appealing features are the bestiary and skills. The first time you defeat an enemy, you will gain access to an entry that includes a brief description, its vulnerabilities and powers, health, and the amount of essence it provides. The bestiary is a pleasant addition, but it has no effect on your gameplay.

Skills, on the other hand, do. There are 90 different skills that improve a variety of aspects, like damage and defense against specific enemy types, essence magnet, and granting necessary skills for progression. Skills begin with a series of question marks, but you uncover their description and criteria after defeating the first required enemy. This shows you exactly how many enemies you need to hunt.

Because a skill can be locked behind up to three enemy types, you will not know what it is until you kill the right enemy. However, killing enemies is still not enough because a skill requires one of the four crystals, which are hidden in the world. Some are hidden behind doors, others in small puzzle rooms, and vital ones are guarded by bosses. Once a skill is unlocked, it will stay active at all times. There’s no need to put it in a slot or decide which one to use.

You’re going to need every help you can get. It might not look like it at the beginning, but the game can be quite brutal. The further you go, the more damage you get from enemies and hazards. Although you can increase health further by collecting health orbs, a single hit from an enemy can take your entire bar.

Story somewhat tricks you into giving you an objective of killing a boss, but you barely do any damage against it and it can kill you with a single shot. That’s why it’s important to explore every exit and room because you never know what skill you might get next. For instance, you can find game-changing double damage, faster firing rate, wall-jump that lets you go up any vertical wall, and even a skill that lets you keep your progress after dying.

The game includes a variety of achievements. Except for finding everything and exploring the entire map, I am not a fan of achievements that want you to play in a specific way. One complete game from beginning to end is enough for me. Sadly, even if you find and do everything (including the good ending that doesn’t unlock the achievement), you’ll still be left with around 30 achievements meant for speedrunners, sequence breakers, and daredevils who play on the hardest mode and without saving. Another bad news is that there’s no new game plus in which you could play the harder difficulty with all skills.

At the end of the day, the game has great gameplay, interesting skills, and enough fun that lasts for around 10 hours. The only things stopping it from reaching top tiers are monotonous world, limited number of characters and game’s lore, and too many annoying achievements that force you into several playthroughs.
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