Atlas Fallen: Reign of Sand A flawed, but ultimately enjoyable Co-op-Action-RPG - as long as you don't mind a bit of sand. Gameplay: Atlas Fallen is fast-paced and action-heavy and tells its story between the numerous battles and exploration of its sandy world. The bones and meat of the game are the fights, often taking a few minutes before letting you go just to fight the next sand-monster barely a minute later. And while this part isn't as polished as the common Soulslike these days, it is indeed a good system that Deck13 has built. The fights are parry-heavy and mobile, combining dodges, dashes, double-jumps and lunge-attacks with multiple enemies, constantly mashing attacks to not fall behind on DPS. While small enemies just take a few hits, bigger enemies have multiple parts that you need to wail down with their own health-bar. Sometimes fights even change their dynamic once you "disabled" a few parts of the monster you are fighting. They feel fast, challenging enough and rewarding. Unless... Unless, well, if they don't. While most of the fights are fine and nothing special, sometimes you just get a Hit and sometimes a Miss. For every aerial-heavy fast moving "I hope you don't fall" adrenalin rush you get a "I am pretty sure I parried that" or "Why am I not seeing the attack, why is the camera where it is?". This was a common trope in the game where the quality was sometimes all over the place and (without any big spoilers) it was incredibly bad with the final boss being a pushover that just didn't feel fun to do (first try). Going away from the fights Atlas Fallen has many, many ideas it thrown into the mix. You have an incredible variety of different builds you can do with your essence stones, letting you switch from glass cannon to support to tank to momentum-generation even into self-hurting corruption builds. Being a co-op-game it was fun to see the big effect that the build actually had! While my friend went from a momentum-monster into a support build (and a shatter build very late into the game), I went glass canon. This led to me sometimes just one-shotting a whole wave of enemies but only reaching that state if he was there - before I inevitably got one-shot by an attack myself because I lowered my defense into oblivion. Sadly this level of freedom ended with the armoury and weapons. While you get three weapons to choose from, using 2 at a time, the armour system was a letdown, often forcing you to use an armour inferior for your build because every piece of new armour just was objectively better. Other than that we have treasure hunting actually feeling treasure-hunty, boring side-quests, boring Jump'n'Runs, boring side objectives on the map (like following animals or hitting a statue) and side-fights which then again felt good, for example the Rifts. While I trash the rest of the game here, the exploration in itself actually felt nice, especially with the great mobility you got from the game, even though the world was a bit shallow. The rest served the game good enough to make you have a pause from the otherwise non-stop fighting. The story and the Writing: The story of Atlas Fallen felt very cookie-cutter. While it wasn't bad, every twist just felt like it was done a hundred times before, no character stood particularly out and even when the game told grand stories of gods fighting for the fate of the world... I just couldn't care. This was deepened by a few choices made by the devs: Being a Co-op-Game, you were given the freedom to free-roam, so at times one of us would finish a mission without the other one noticing. For side-missions this was fine, you would miss the dialogue but no one of us really cared. Then the main-quests happened and sometimes you could do a fight or a dialogue without the other one present. Then you needed both of the players, but at least the other could fast-travel to you. And then you had the times when the other person had to walk to you just for you to smack a chain without anything happening. It felt inconsistent and strangely limiting in an otherwise free game. Other than that the story was told to you, not with you. You had no real choices to make, nothing to really change. Often enough the most important things happened in the past and you were just exploring them - oh, time for the next fight! The presentation was incredibly off-throwing, sometimes giving you okay-ish cut-scenes, then having you talk to an NPC where the other person would have to stand next to it to not miss anything. All in all the story served its purpose, but its nothing I will greatly remember - or remember at all. Well, except for that one really bad moment right at the end. Music, graphic and technical stuff: The music was good enough, the sound-design felt good (which is important in a game where you constantly sand-glide!). The graphics were mostly fine, but did have one big problem: Since the game is very focused on sand... every area just felt the same. Instead of some big twists with glass houses or sand castles as areas you often enough just left an open sand area just to be in another open sand area. The biggest groundbreak was a cave. Yea. On the technical side the game was, just like much of the rest, Hit or Miss. while 90 - 95 % of it was a Hit, we did encounter a few too many difficulties to not mention them. Everything from frame drops when a fight ended and you got your materials over crashes, disconnects, failing auto saves, unobtainable steam achievements (because of the before-mentioned), save files being locked out of multiplayer (leading to us needing to load an earlier save) and more. While we encountered those problems just rarely, they added up over time. Putting a small area for QoL here: While the game often did a good job marking your new things, giving you shortcuts to them, giving you the ability to teleport your friend and so on, I found it then very funny, that it disabled the ability to save manually or fast-travel to another map in Co-op. What a strange choice! Summary: I bought Atlas Fallen (quite a few times actually!) for a simple reason - an Action-RPG built for Co-op. None of that FromSoftware-BS. An actual Co-op-Action-RPG. Without guns (nothing against Looter-Shooters, but sometimes you want something else). And that's what I got. So I can't be too mad, especially considering the price I paid for it and with its playtime of about 25-30 hours. And to make one thing clear: I am not mad. I did enjoy the game. The fights felt distinguishable from other games, Deck13 did try to make something to stand out and I can applaud that. For every tripping-stone they encountered, I had multiple good moments having fun with a friend. And that was what I paid for. Is this game good? Yes. Is this game underrated? Absolutely. Is this game GotY material? Absolutely not. But not every game needs to be that. If you are looking for something else - this might be it. You will know this very soon (after that prolonged tutorial ended at least).
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