VN:F [1.9.22_1171]
Rating: 0.0/5 (0 votes cast)

-, – the world & level design feels not like you exploring a credible well thought out world with a history but rather like a tightly scripted corridor of fun, feeling very much like a “2d platformer” if I may make the extrapolation. To those who like such games this might be a plus, to me it was somewhat immersion breaking to see bits of walls on cranes sitting exactly where you need them to proceed given your very specific movement type. A few times through the game i would’ve found it acceptable, but though the whole game it felt very “convenient” in a slightly artificial way, even if it had the occasional cool moment

+ within that mechanic though there was a section where I almost felt like I shouldn’t judge it as a FPS being empty and bland but rather like a Portal game with more content than just puzzle rooms… not that it was anywhere near the intelectual/world perception shifting that that game was. Plus there was a bit of a nice joke to see a visual assembly of a house/street.

+, -, +, – They said this would be a short game, well, not for me (+): it took me ages to finish, but unfortunately often because i’d lose interest every once in a while

+,+ Started out very interestingly, with a mixture of nature and technology. Also it has moments when it looks fantastic, slightly bland geometry & texturing, but good use of lights & fog as well as size.

+ technically the graphics looked good, good lighting and cool rendering, felt like good framerate

– but artistically i felt it quite bland, blocky world design, boxes everywhere,

-, -, + I personally disliked the in-titan section, but then again for a mech game it was fantastic, probably the best I’ve seen: the movement felt still smooth, almost like a FPS and the interface was pretty cool looking, with some fantastic touches such as parts of the “screen” turning on gradually as you get in

-, -, – an abundance of old game style bland industrial environments, like pipes and sewers and tunnels which are essentially big straight walls/corridors. In this it reminded me of some games I was playing in the 2000-2005 period, as i was playing each and every fps but, like this, they were too bland to remember past playing them

+, +, – the wall running mechanic felt mixed. It would’ve been very very cool, and technically it definitely was, along with the overall “speed” feeling of the game, but the world wasn’t open enough to take advantage of it so it resulted in an environment that was specifically crafted in a linear way to use it’s tricks in ways that felt predictable and forced, sometimes for the ordinary, sometimes for multiple trial & error deaths to figure out what you were supposed to do (as opposed to had the opportunity to do)

+, +, -,  + however in the end game it felt fantastic when it was combined with another even cooler mechanic, of dual timelines/overlapping spaces. I might even go as far as to say that in it’s implementation this was even superior to the experience in Dishonored 2. Not due to artwork, no, definitely NOT, here the game fell embarrassingly lame, with a huge section where it felt like the devs just placed placeholder boxes and environmental walls that they used to proof test the gameplay but never got around to actually replacing them with actual interesting art assets, whereas Dishonored 2 in the dual-timeline level had stellar artistic content. BUT where this was better however was the feeling of running through it, the possibility to skip whole sections by jumping back and forth in time while advancing and dynamic fights making use of it. That felt nice.

+ the music felt professional but (to me) also in that bland kind of way, even while checking the AAA game/movie checkboxes of quality

+, +, + there’s some great looking cinematic moments, as well as great scripted scenes, even a wonderful time-stop scene which is delightful to explore and still looks great

-, -, –  rather silly antagonists, along with a, to me, somewhat silly to me feeling premise of the humanoid mechs, the relationship with them as well as the whole romanticization of the military structure

+, – the game/story does manage to pull finely on a couple of emotional strings, such as the partnership with the titan, while at the same time doing to me too much of the “oh, i’m an AI so i don’t get jokes but being human is the beeest” that scifi stories of this type do.

+ there were a few moments where I almost felt they were about to start some nice scifi fiction narative on a future humanity… but then they dropped it.

Overall I’d give this game a 1 on a -5 to 5 scale: I’m disappointed in the level of it’s artwork content even as I was impressed in the technical polish of the game. And while I might complain about the mediocre universe and levels I can see why more gameplay oriented people appreciate this game (in a parallel way to to Doom 2016?), especially if one considers that this, to me not as great campaign, is in fact a big huge bonus for people who otherwise would’ve gotten a multiplayer only game, multiplayer which in general I don’t really play more than a few minutes for a peek (seemed decent with fresh ideas) so I don’t count it here. So overall, for me, this is a passable AAA game, albeit a forgettable one.