OK, JUST finished the game at 14.3 hours. I'm writing this review as both a game developer and gamer. I'll start at this as a gamers perspective, then provide developer feedback. ******GAMER FEEDBACK****** Pros: -Overall the story was well above average, i'd give it an 8/10 for sure. That alone makes it worth playing -By the end I really enjoyed the characters, even the villain -Combat is simple but very engaging, by the end of it I could do quite a few things to just obliterate the enemies while it still remained slightly challenging -Puzzles are extensive and thought provoking in many cases -The world is EASILY one of the most beautiful I've seen done and their vistas and scenes where they show it off clearly shows that the visuals was one of their main focuses Cons: -Character building was slow to start and a bit rough with the MC and her brother, story was slow to get fully engaging due to the overuse of puzzles in the beginning -They relied too heavily on puzzles, likely to increase the playtime of the game. It felt more like a puzzle game with RPG elements -Sometimes the buttons during combat, and during puzzles, were slow to respond or never responded, causing damage to me or having to redo parts of high parkour/traversal type puzzles -Companion would frequently be stuck or would remain still in many locations, making conversations difficult to hear -There were many places where the character would get stuck where they shouldn't have -Extremely linear Conclusion: It's certainly worth a single playthrough but the price will be a bit difficult to swallow for how short the game is and having no difference in gameplay outside of difficulty. Despite the day 1 optimization bugs (which I'm sure many just got patched in its first patch the day after launch) I found myself enjoying the game. There are very few games I actually finish these days due to glaring gameplay issues but the game was polished enough and was so visually stunning and the story engaging that I was continually pulled through the monotony of puzzles. ******GAME DEVELOPER FEEDBACK****** Note that some of these aren't as extensive as I'd like, I'm limited on characters. Graphics: Visually stunning in 99% of cases, most newly released games have glaring issues here with Z fighting, shadow artifacts, and lighting artifacts. There were only 2 issues that I can recall that stood out graphically. There were fog issues where it would just disappear outright or when we went over the Height Fog of the game, you could see a clear straight line. The other issue is the fire, some of them would be on an incomplete loop of animation so it would stutter from the end to the beginning looking unrealistic while other flames looked very out of place/older VFX compared to the rest of the fire. I'd say 80% of the fire was very good or good enough. Story: Due to the overuse of puzzles in the beginning the story was very slow to start, there simply wasn't enough there in the beginning to keep the story rolling in an engaging way, some of the dialogue seemed forced and was simply there to fill in some silence. After the first chapter or 2 the story became VERY engaging and the amount of puzzles was offset by more combat, dialogue, and cutscenes. Outside of the slow start the story was great for such a small studio, I just wish there had been more branching dialogue. Characters: Outside of Abram the rest of the characters seemed to have a rough start. Although I saw the twist a mile away I still found that the characters were very thought out despite the roughness of the beginning. It was also clear that Abram was there primarily to help with traversal/puzzles and story, not combat which is fine. Puzzles: As said above as a gamer I felt that this game was more of a puzzle game with RPG mechanics due to the shear amount of puzzles there was. I feel that the amount of times on puzzles greatly outweighed the combat and story time. I feel that many instances of puzzles were simply there to increase the games length to justify the price. Many of the puzzles were certainly engaging and thought provoking, but a lot of them were simply there to slow things down, causing inorganic transitions between the creative brain and logical brain. My last thought is there were many puzzle mechanics that were fully abandoned after each level, making it feel very much like a bunch of students making their own levels then having them connected, there was nothing unifying about them and felt like a waste opportunity and my own time. Traversal: It was glitchy at times and I feel some of it was simply added to give more reason to have a companion, which is fine, it just should have been smoothed out instead of having the MC magically glide over to the companion. Outside of that it was quite fun, and its what pushed me past a lot of the puzzle complaints I had. There were also root motion issues where I was able to keep moving despite just landing from a hard fall and my feet being stationary. Lots of great traversal mechanics though. Locomotion: Clearly an old method, some of it was painfully so, but was ignorable for the most part due to the shear amount of traversal mechanics. Combat: Very engaging, when it worked. There were only a few times in which it didn't and it was due to button unresponsiveness. You also clearly had some weird method of breaking enemies out of hit animations as after 2 or 3 strikes they would suddenly be unlocked from hit animations and would land a hit in the middle of our own animation, removing our ability to effectively block, parry, or dodge. Forcing me to stop after 2 hits just to make sure I didn't get hit myself if I didn't have the ability to have the companion stun them. Outside of those things the combat was very fresh and original in many cases. Level Design: Extremely linear. Despite the beautiful views the levels felt very empty and pointless in many instances. Walking through one abandoned village after another left me wondering why the enemies were invading to begin with. There were constant teases for exploration that were never explored and it made the replay value non existent. They were all very well done, just very simple in their leading of the players. Optimization: It's clear the streaming levels or data layers had too much info to load in and unload, leading into a lot of deaths or puzzle/traversal restarts simply due to pauses. Final Thoughts It's clear that this game could easily have been completed in 5 or 6 hours, tops without puzzles and keeping the combat. Puzzles have their place, but at this extent you're certainly blurring the line on being an actual RPG. I don't regret the purchase at all or the time spent on it, I just wish there had been more of the RPG element to it,e specially when you guys are stating that you're a AA company. FromSoftware and Larian Studios are AA companies and they provided an insane amount and Sandfall Interactive is an indie studio that provided much more content for the price. Good start, I look forward to see what yall do next!
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