Shadows: Awakening is a very unexpected product, in a way. As a Diablo-clone made by a small studio, you might expect something like Grim Dawn; tons of lore and mechanical depth and equipment and build variety, in a game that, production-wise, is fairly cheap. This is generally how it goes. Instead, you get largely the opposite; the game is quite beautiful and detailed with a ton of quality voice acting (including The Doctor himself, Tom-freaking-Baker). However, it is also fairly basic as an actual game. As I said, the game looks and sounds great. Of course it's not Red Dead Redemption 2 or anything, but for the genre, it's very detailed and vibrant, with a ton of smooth animation. The music is decent, the voice acting is great, the overall presentation is certainly better than what I expected. The game does have the occasional puzzle that, while never complex, does at least break up the "walk through hallways and kill things" gameplay loop of the sub-genre. The story is interesting, for a while. It also runs fairly well, except for surprisingly long loading times between areas. The negatives, however, come in for the core of the game. I'm still recommending the game, it's not trash even in this area, but it's surprising basic. The first thing to understand, and this is quite unique, is that it's a Diablo-clone with a party...sort of. You have up to 4 characters to play as, swapping between them in real-time as you fight and explore. Cool. However, the result is that each character is fairly restricted; they each get 8 skills and fall into basic categories--tough warriors who engage in melee combat, archers, 2 melee fighters who focus more on speed and critical attacks, and several mages (oh, and then our main character, "the demon," who is a jack of all trades). Many skills are very strange, and feel like they were meant for a game that actually was a party-based game, doing things like weakening all enemies in an area for 10 seconds or something, which is fairly difficult to capitalize on with just one character, and really isn't superior to just using another damage-dealing skill instead. Probably half the skills in the game have questionable usefulness, yet skills are the main thing differentiating, say, one warrior from another. You get 3 warriors minimum, up to 6 possible with the DLC, yet they all feel only modestly different, and there is very little room for experimentation with them on a repeat playthrough. The only real choice is to simply use different characters, but even then, the simple system doesn't really enable many differences in how the game "feels." Let's look at everything besides skills. Stats just raise the damage you deal, your health, and your mana, more or less. Simple. Talents are various boosts you can unlock, but most of them are just doing things like raising stats again, or directly raising damage done, or giving you defense against specific enemies or elements. All very samey. Gear? Gear is mostly just raising the attack/defense stat, and then if you're lucky, getting an extra boost here or there. However, these boosts are far too minimal; 5% ice resistance on your armor and 5% fire resistance on your helm is barely noticeable and hardly counts as real min/maxing. You will occasionally get something neat like reflect damage, causing attacks to bounce back against opponents, but even this tends to be in fairly modest amounts--you can't reasonably build a character around this as a base. All of these extras are just that, extras. Gear is also surprisingly sparse; it may not seem like it compared to other genres, but in a Diablo-clone, you expect to be wading through it. Yet there were long stretches where I had characters wearing white "common" gear for hours, because nothing better would drop OR show up in one of the game's few shops, which is almost unheard of. Interestingly, accessories like rings and necklaces, which in most games are where the most unique boosts are found, are almost entirely the most boring here; even at the end of the game, most of them just raised ONE thing for me, like 5 strength or 10 armor against "beast-type" enemies. I would say there should be a full order of magnitude more unique items in the game than there are at present. Speaking of characters, there is a very odd and disappointing distribution in them. You will recruit quite a few but several of them are optional or semi-optional (as in, you are forced to take SOMEONE but you do get a choice as to which one). and they are basically completely silent and do nothing but fight. Yet, the choices are odd; if you do not choose to start with a mage, then there is not a single speaking mage to recruit in the entire game, ALL the other ones are just kinda there. If you don't choose the archer, then there is only one "hunter" you MIGHT recruit who speaks. But we get several fighters. Each of your three starting characters does have unique dialogue and slight variations in quests, but it's fairly minimal as well, and they get surprisingly quiet as the game goes on and other recruitable characters sort of take center stage. In short, I wish the game had fewer actual characters, but then made them more unique, with more build variety, more ways to use them. As it is, you get alot of very repetitive recruits. And that's the biggest problem with the game; it's repetitive. This is somewhat expected with Diablo-clones but this one really drags over time. As story segments get more and more spread out, with larger and larger areas to explore and kill everything in, using the same characters and same attacks, it becomes a bore. Perhaps I could have spiced it up for myself by switching characters around more often, but even that can be hard with the limited equipment, and the differences aren't THAT pronounced. I liked the story and characters early on, but alot of stuff doesn't really get explained or it's dragged out for a LOOONG time, and by the end of the game, I was rushing to just finish the dang thing. The game is simply too long for what it offers; there is not enough story, or interesting side-quests, or fun dialogue, or unique gear, or varied builds, to fill all that time. There is a great basis here, something I would still recommend fans of the genre play and enjoy for what it does well, but it is 100% clear that the artists and level designers were given more time and budget to go wild, while the guys writing lore, dialogue, making mechanics, crafting each piece of gear, were rushed. Heck, some gear even has a description that just says "Description of long sword" or whatever--they literally didn't finish all of the flavor dialogue, and grammatical errors are still somewhat common. I really like the presentation, I like the idea of swapping between multiple characters on the fly, the lore is the start of something interesting, but this is definitely a product that floundered in delivery. It's worth playing once, but it certainly is no Grim Dawn, much less a Diablo 2.
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