This game had potential but it's ideas were so poorly executed that it became painful to play through.
For a start, it poses as an FPS but hides a ridiculous amount of platforming. You'll spend ages wandering around near-empty spaces thanks to poor signposting and making needlessly difficult jumps. Fall and you'll usually be forced to restart the level.
Enemies are generic andThis game had potential but it's ideas were so poorly executed that it became painful to play through.
For a start, it poses as an FPS but hides a ridiculous amount of platforming. You'll spend ages wandering around near-empty spaces thanks to poor signposting and making needlessly difficult jumps. Fall and you'll usually be forced to restart the level.
Enemies are generic and usually snipe at you with ridiculous accuracy. Given there's no regenerating health/shield, sparse open areas and no cover system, you'll spend a lot of the game either trying to counter-snipe with inaccurate weapons or having your limited health chipped away as you try to outrun auto-aiming bots. It feels horrible to play, even before factoring the terrible gunplay. The 'retro' excuse doesn't hold water here as it continues to feel clunky even when you get to the more modern weapons later in the game.
The guns handle like a 'my first FPS' Unity project, with weak feedback, finicky aiming and all the power of a flaccid noodle. If you're going to focus on being a shooter you *need* to get this right.
While it's refreshing to hear a genuine Scottish accent playing a big part of the voice-over work, a lot of the voice acting was really poor (admittedly most notably from the supporting cast). The sound effects weren't much better when they weren't missing entirely.
Without spoiling any plot points, the final boss tasks you with bouncing on a jump pad over and over while firing at an inanimate object. Not exactly the climax players would expect but is just uninspired as every other boss this game throws at you.
The game is low budget and it shows; it's buggy and crashed to dashboard multiple times. One comically ironic level tasks the player with "finding the glitch" when the entire level is covered in disappearing tanks, NPCs glitching through buildings and walls hovering in the air.
Steadfast Interactive may be a small studio but there's no excuse for the rookie mistakes on display here (e.g. defaulting to restarting the level on death instead of loading a more recent save and forcing the same long unskippable cutscenes on the player when they die). And with games like Undertale and Dust: an Elysian Tail being made by a single person, being a small team isn't much of a defence.
I can't quite explain how much this felt like a test of endurance - the promise of progressing away from the clunky shooting never being met. You run around repetitive environments in the hope that it will all be worth it. Jump through bland platforming sections that over-stay their welcome just to see what it's all building to. Only to find it's all smoke and mirrors; it ends unceremoniously with a non-boss and cuts to credits without even closing the contrived story.… Expand