He cursed a lot, laughed a lot and ended the day by going home to download it. I watched a good friend of mine, we’ll call him Tim (okay, that’s his name), play this game in my living room for nearly an hour. Overall, though, the spastic difficulty of the enemies and AI that comes with them (dumb to OMG-that’s a smart CPU character) is what helps push the frustration, as well as the humor of the game, and the challenge of the gameplay. There are moments where the game will swing quickly from a steady pace to chaos, as you’ll find moments like that scattered throughout the beginning, possibly just to prep your emotions and tension for what’s to come. The latter enemies kick it into fifth gear and will dispatch you intelligently and with no remorse. The early enemies are generally repeating and predictable. Seeing your character shake in horror with tear gas or put themselves to sleep by accident is fun.Īs for the enemies in the game, they range from simple to darn right difficult. Of course, if you want to entertain yourself, don’t read them. Each item has a set of attributes to it, describing exactly what you can do with said item, so read each one of those carefully before haphazardly using them. You can also use some of these items to revive or rev up your character. As you progress you’ll find nastier ways to dispatch enemies through non-swinging weapons, as well as more creative ways to put things together to help you keep going. Early on you’ll find the likes of tear gas and poison from these elements to attack your enemies or at least stun them long enough to kill them more easy. A neat set of throwable weapons can be found through various animals(nothing like smashing a frog or putting it in your pocket to work against your enemies) and fungus laying around in the game. That said, dispatching someone with a hot steam iron or a gun that is built to shoot fireworks is nothing short of special, and sometimes gross, but nonetheless entertaining.īeyond obvious weapons, and weapon creation, you’ll find a variety of different methods to take care of enemies as you progress. How much patience you can extend for the process and how far you’re willing to go depends on what you expect from Let It Die. Gathering elements, visiting a center shop that offers up things and finding recipes to help push you through is what is going to be the special bond created between you and this game. It’s the one point that pushes you through the poor man’s Dark Souls experience and gives you some sort of warped light at the end of a large amount of tunnels. This aspect of the game is a selling point for the title and the motivation for players to keep going. Along the way, you will have the opportunity to pick up weapons or craft things to help you battle. Of course, the game is more than just fists and dodging.Īs you fight off fellow residents that come at you with unique tools and ways to fight (sometimes they’re fast and precise, sometimes they’re slow and clumsy), you’re going to learn quickly that you need more than your fists to make your way through the game. Once you meet an enemy, you’re going to button-mash like crazy, figuring out how to time each attack and hopefully dodging better than yours truly. You will find this out quickly when you first wake up in a subway car of bodies and are sent off to the world by Uncle Death to go make your way to the top of the tower of violence. You approach enemies in hopes of beating them to death before they beat you to death. The brutality of the game equals out to a punch, dodge, punch, dodge method of gameplay. It’s not easy, sometimes it’s not fun, but it’s one helluva challenge. That is essentially what Let It Die’s foundation is formed from and what you should expect when you dive into the game. Picture Dark Souls, but with humor, as well as less reward for your efforts. You’re cast into a multi-tier level city that I assume is based in hell (or what I think is hell), where you fight your way from level to level, hoping to find new weapons, defense and a bevy of nasty items to detour enemies from getting to you. The gameplay design in Let It Die is raw at its fundamental core. Regardless, you won’t let the experience die anytime soon. If you proceed, you’ll find a deep experience waiting for you. If you die, then you restart (sometimes). You’re woken up by Uncle Death to ascend to the top of a brutal fighting tower filled with individuals, sometimes questionable ‘individuals’, who are hellbent on killing you. There is no way that you can have a regular amount of fun with this game, but you certainly will try – over and over and over and over again. The commercials created for this game were true.
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