No one has rated this review as helpful yet
Not Recommended
0.0 hrs last two weeks / 26.2 hrs on record
Posted: 13 Apr, 2024 @ 4:16pm
Updated: 19 Jun, 2024 @ 11:52am

Pretty good but left me feeling disappointed. It feels like 80-90% of being a masterpiece of a game, but I think you should wait until it's updated to being finished before buying it.
(no spoilers)

The game is solid. I like the art. The music is okay but sometimes feels a little repetitive. The game is fun, with minimal bugs (in my experience) and a solid gameplay loop. The lore is very interesting, but can be hard to follow in journal entries.

It has a solid base for everything I wanted out of this game. But after completing the game, it didn't feel satisfying. By the end, I was having much less fun than I did at the start.

As I played, I felt more and more limited as I understood the mechanics better. Your loadout has finite amount of combinations, and although you can carry many guns, they largely share the same functions. (some of this has been addressed, which I'll talk about in a minute.)

The guns aren't nearly as creative as one might imagine when you hear "magical spell guns." They can be modified by selecting different bullets and modifiers, but many that you might instantly consider (ie reload faster) don't exist. (There is a single clothing upgrade that can fill that function, however.)

The modifiers and bullets that do exist have limited synergy, and can conflict with each other. Most don't stack, so if you equip more than one similar spell, one will overwrite all the others. (it wont even prioritize the strongest one.) Out of the 7 or 8 spell types, maybe half of them actually interact with each other in interesting ways. For how limited your choices are, there's still a lot of missed potential in what we have. Most of the elements amount to either damage over time, stun-locking, slowing, or area of effect. Nothing really feels magical, and the small selection we have isn't fleshed out completely to all work well together.

My biggest complaint is that many of these aren't fully explained anywhere in the game. Many limitations have to be discovered by you, after you've already spent the resources to add them to your gun, and you aren't refuned the materials you used to find it out. Trying to make a gun with multiple area of effect upgrades or multiple trail effects will quickly disappoint you. And the cost does add up if you invested immediately with the assumption things stacked. It would be better if the game just prevented you from equipping conflicting spells, but it would be more fun if they actually either stacked or worked together in a balanced way. (ie lighting strike bullet with 4x area of effect now has 16x the cooldown. Multiple trails only conflict if they're opposing elements, ie fire and ice, or they combine to make a hidden dry ice effect, encouraging experimenting instead of punishing it with wasted time and resources.)

One positive (and negative) is that the recent update added dozens of guns and a few minibosses to the game. Some of these are more interesting and unique, but they're hidden behind completing a mission to get a random one as a reward. The mission is just to find a specific strong enemy and kill them. While a nice mi♥♥♥ame, the random nature means you have to farm these to potentially find the new guns, or even just a specific one. I completed a decent amount but probably only got 10 different guns, out of apparently over 50.
Minibosses were added too, but I never saw them. I dont know what conditions I need to meet to fight them, but nothing was obvious about how to find them ingame.
But this concerns me that the game might've launched too early, and they need to update it a few times to be what the devs actually envisioned.

There's a few things which make appearances in the game which aren't implemented yet. On the store page of the game, one of the GIFs features an enemy which isnt in the final game, and I believe that there are enemies in the in-game list which also aren't added yet. I haven't seen them after searching and playing for 25 hours, but it's possible they're somehow hidden like the minibosses.

My other case for this theory is the ending. The final boss fight is underwhealming, being just a slightly stronger version of a boss you fight numerous times throughout the game. The boss just has a lot of health now, and stronger attacks. There was never really a moment where I felt like I was in danger while fighting it, in comparison to some of the other bosses.

After beating it, you are unironically awarded with a black screen with some text that almost exactly says "You did it! Congratulations!" The credits roll in near silence for 10 seconds before the music began (I think it wasthe main menu mudic, which is pretty solemn). There is no big finale, no flashy cutscene like the start of the game, and no (immediately obvious) post game besides grinding bounty missions. It felt like whiplash how quickly it was just done.

The game is good on sale right now, but I'd preferred to have paid more and gotten the game in it's final form in a little while. Hopefully they don't need to make it paid DLC or the definitive edition.

6/19/24 update: shocked and disappointed the studio behind the game is closing its doors. The game is on the verge of being excellent, and had a lot going for it. Although I was critical in my review, I can tell that the game had a lot of love and care put into it, and I still enjoyed my time with it despite my criticisms. Very disappointing ending to a promising upcoming game and studio, but I guess we truly are living in the worst timeline.
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