28 people found this review helpful
1 person found this review funny
Not Recommended
0.0 hrs last two weeks / 13.2 hrs on record (12.9 hrs at review time)
Posted: 21 Sep, 2024 @ 8:57pm

I REALLY want to like this game but unfortunately I have to leave a negative review, at least until it gets fixed.

This is an Early Access game in disguise. It was released too early.

You can tell a lot of love and care went into the world and the devs clearly had a lot planned with how many features there are, but unfortunately everything just feels sub-par and it lacks the polish for a game with a $60 price tag.

- While not unplayable, it's buggy and I had a lot of technical issues. My frame rate would absolutely tank in certain areas and I got stuck in elevators on multiple occasions. AI would just break at times and enemies would stand there doing nothing. It runs, but it is far from perfect.

- Weapons overall are seriously lackluster. There are about 6 or 7 weapon types in the game ranging from polearms to colossal hammers. This in itself isn't a problem, but every weapon of that class shares the same moveset. Are you using a curved sword? Well when you find one... that's it. There's no point in experimenting because you already know what they all do, so you just go with the highest damage option and call it a day. And this game doesn't have weapon arts or skills of any kind, either. So essentially, every weapon functions exactly the same apart from stats and elemental/status effects. Speaking of those:

- Elemental damage and status effects are cool conceptually but I just didn't feel a need to play around them at all. Raw damage from weapons and Lines (Enotria's versions of spells, basically?) was enough to get me through all of the game without much effort. And I've read from other people that some bosses are basically resistant to all effects anyway! Again, the idea there is cool, the developers clearly had a "trump" system in mind where Effect 1 > Effect 2 and so on, but it all just feels so unnecessary.

- The game's locations ranged from perfect to, you guessed it, lackluster. Quinta is the first major area you tackle and it's wonderful. Tons of hidden items, puzzles (or at least platforming), lots of things to do, there's nothing bad you can say about this area. Fast forward to one of the later areas (which I'll just call "Lit" to avoid spoilers) and things are a lot more linear by comparison. Lit also has a lot of ridiculously frustrating design choices, and I think this is where the devs started to phone it in. See that roof over there next to the platform you're on that you can clearly reach with a jump? Well haha, you're stupid, there's an invisible wall there, now you fall into the water and die. See that little pier down there with boats leading around the corner? Well you can jump on the pier (and can't get back up) but when you jump on the boats, you phase through them and fall into the water and die. It's all so frustrating especially when the first area was SO good.

This is just how Enotria was for me overall, unfortunately. The opening moments were STRONG and offered such a fun and unique experience, but the game peters out massively midway through and never finds its way back.

Enotria should not have been released in it's current state. This is a late-stage Early Access game. I paid $60 for this game and now I have to wait a year for the developers to complete their roadmap to get the "full" version of Enotria, and that's simply not fair.
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