@reap3r160: I have to disagree with this pretty strongly. I have played roughly as much as you, but I was able to beat the first boss on my first try, despite not being very good at the game because I got a parasite that allowed me to regenerate health up to about 25%, which let me tank 1 hit from the boss and then regenerate that health in a couple seconds. That meant that even though I couldn't get the timing on some of the attacks right to dodge, as long as I kept my distance and only got hit once in a while I was able to burn him down.
That shows just how important your RNG equipment can be in this game, and why saving mid-run would be a very useful feature. Also the "ether" permanent currency is super rare so if you spend some of that and have to cut your run short that would really suck. It can take multiple runs to save up enough for a single spend.
My overall impressions of the game are that it looks really nice, controls really well, and is mostly fun but I really wish it were not a roguelite. Like I REALLY wish it were not a roguelite.
It's not just that I'm not a superfan of the structure. I have enjoyed a bunch of roguelites in the past, including shooter roguelites like Ziggurat and Immortal Redneck, so I'm not opposed to those kinds of games. The problem with Returnal is that it isn't paced like a roguelite. Despite having fast action and lots of twitchy bullet hell stuff it's a very slow and methodical game. There's a ton of empty space in all the levels and a lot of "downtime" spent running from one place to another and collecting resources and the like. That means that runs, especially runs where you're trying to power up so you can actually progress, take a very long time and are pretty boring. You just spend a lot of time running through these sort of empty labyrinthine maze areas that look great but become samey very quickly. And the weapon variety just flat out sucks. I hate the shotgun, the pistols and the assault rifle feel pretty similar, and the heat seeking weapon is fine but isn't anything special. There is some variation in the alt-fires, but not enough to make a huge difference and the recharge on alt-fire is slllloooooowwwww so you'll be using your main fire the majority of the time.
That means that you don't get the wild variation in gameplay from run to run that you would in something like Enter the Gungeon or Hades or even the aforementioned Ziggurat and Immortal Redneck. This might be because Returnal is a much more precise game than those were, so you can't really have silly or slow weapons, but it still makes the Roguelite aspects a real drag in a way they weren't in those games. I am still finding a lot of artifacts that I didn't have before and other new stuff, but it tends to just be things like "25% chance of retaining a key after use" which is a useful item, but doesn't provide any gameplay variation.
Everything else about the game is great. It's atmospheric, it runs well, the combat is intense and visceral (which may seem to conflict with the boring statement, except you spend about 25% of the game in combat and the rest just running around collecting stuff or trying to move forward because the areas are so huge) the alien vistas have a real style to them and the game uses the Dualsense pretty well. I have a feeling I'm never going to finish this because the repetitiveness will grind me down, but I enjoy the mechanical underpinnings of the game. If the progression were a bit quicker or there were more variation I might stick with it, but going back through the same areas over and over is a slog, especially because there also isn't great enemy variation. I think there are like half a dozen or so enemies per area.
The story is so far much more atmospheric than anything else. There's a lot of vague hints at Selene's past and about what's going on but nothing solid, and it tries to be mysterious and not really let the player in to what's going on, just throws terms around and focused on the emotions. That's fine for what it is but it doesn't really grab me and I don't care about the game's central mysteries at all.
Overall I think this game is tuned to be too punishing for the majority of players. Progression is too slow, runs take too long, there's not enough variety, and it's pretty tough, though far from the most difficult game I've ever played (you can take a bunch of hits before you die, there's a fair amount of health around, and as I said I beat the first boss on my first try and I'm not great at these games.) I think Housemarque went with a roguelite structure because that's sort of their design philosophy and also because they are a small studio and could not produce enough content for a full 15-20 hour campaign, but they didn't tune it well for a roguelite. It's a well made game and for people who are really good at it or just have a high tolerance for repetition it's going to be great, but I hope they tinker with the progression systems and at least add in run saves so more people can enjoy it.
Their response so far of "we'll think about it" is not at all encouraging.
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