©Dodge Roll, Mythic Entertainment All rights reserved |
Even if is kinda strange to start the blog with a game that it's not a timeless classic, a new game that is the sensation or something like that, I came to the conclusion that this game is special for me and in a certain way it's a classic.
In updates after the game full release, the lore was expanded a lot with new floors, bosses, items and a new lore around a couple of characters not playable before, so in that point the story it's simple but effective.
A great farewell to a great game |
Entering into the meat of the game, the gameplay it's what makes this game so enjoyable, the loop that roguelites with a high but fair difficults give is so addictive.
To explain it in my experience how's the first few hours of gameplay, the first floor was hard but not something that I needed to focus like a monk to consistently pass, the next two floors it's when the difficult started to ramp a lot.
Nothing so severe but the curve of difficult worked like that and before you even know, I was fighting constantly the 3rd and 4th bosses of the game.
What this gun even shot, soap? |
Everytime that I got to the 4th floor was like a victory to me so in the first 15 to 20 hours of gameplay I eventually got to the 5th floor and fighted the guardian of the gun that can kill the past.
Next that I know it's that I am on the 50th hour and I still have a lot to unlock.
The gameplay is similar to other bullet hells, we are in a mixure of 2.5-3D top down view.
Gameplay occurs in a 2D enviorment, works pretty well and looks very nice too, the controls are what you hope on a fast paced game, responsive and very well calibrated.
Good controls shine on the bosses |
Depending on the character you have, it's the health containers or armor that will have on base kit.
Bullets normally do half a heart damage and the armor are one hit per one, after the 4th floor the enemies start hitting for double damage but the hits to armor stays the same.
You control your Gungoneer with typical 2D controls, up, down, left and right ignoring an z-axys.
Don't forget the dodge button that gives you a window of invincibility frames on the first half of a front flip animation.
The environment is also dangerous |
To complement your defensive basic kit you have what the game defines as "Blanks" a blue pistol shells-like that has limited uses and cleans of all enemy bullets and numerous bulletlike attacks (enemy projectiles to explain more briefly)
The bosses are very unique and some are pretty hard, sub bosses too |
The game has a good tutorial for the feeling of the game but once you start playing for good you will see that the enemies on the first floor aren't what you define as easy victims.
To be clear, floors are a constant rain of bullets across the scenery with you fighting for your life dodging and attacking at the same time.
There are room for an active item and limitless passive items capacity, it's in the good side of the game the great diversity of guns , items and enemies.
Scenarios won't be repetitive, trust me on this one |
You probably will have to play at least a couple of docens of hours to see all the enemies of the principal floors and a couple of the secret floors ones (not guaranteed).
The guns of the game (your principal mean of self-defense ) goes a long way on the adventure.
Our pool of weapons unlocked by base game are pretty decent with some "real" weapons like pistols, shotguns, rifles, things like that but those are like the ground version of some crazy things.
Imagine a gun that valuates your skill and do more or less damage (speak too), a box that shots anvils, a mail box that shot letters or a bullet that shots guns.
Technology is a little bit out of control |
Of course this is a very basic explanation for the crazy things that you can get, with a giant pool of weapons that after you play a little time, is impossible to not get slightly disappointed when "normal" weaponry keeps appearing on a run.
After some runs eventually you will get to a special room with a challenge that unlock some special NPCs from one time to another.
This and special currency shops that unlock new weapons and objects on the pool.
Killing bosses and doing certain rooms net this "currency" that is the way of getting permanent progression but this don't help on losing difficult, only on adding new things to the pool that can appear so don't expect the grind and smash the runs.
Conclusions:
I won't use scores on my reviews at least for now, but I want to give like a brief resume of my thoughts.
It's a great game and a difficult one with the exception of a very particular boss fight that without previous knowledge of the movements of the enemy, it's very hard to win on the first few tries and add to it that the fight is on another gameplay style ( not saying more than that).
All the enemies have a behavior that says when they are attacking and you can react.
With memory of patterns this game constantly is becoming easier as you get better but never gets to simple as a lot of bullets tends to create chaotic situations when someone easily loses the cool.
Sinister isn't it? |
It's a fair game with a good curve of difficult but tends to be chaotic on the floors that are not on the principal route.
Sticking only to the numbered floors it's pretty decently balanced, a good entry point for bullet-hells genre games or roguelikes and a must play for people already fans of this genre.
On a complete playthrough for finishing a character story at least once there's a road of roughly 10 to 20 hours strictly depending on the skill of every player.
Plus unlocking the complete ending also depends on the skill of the player and the hours can be more or less.
I finished the game with almost 100 hours with my blind playthrough and on subsequent games on new savefiles I finished it around 40 hours later.
To end this review, the game worth the price but if you catch a discount please help yourself, a great game and a personal favorite.
I didn´t mention it but the enemies have a lot of personality and charisma in a comical way |
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