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If you were to create a checklist of what makes a game a Souls-like, meaning it follows in the footsteps of FromSoftware’s massively popular Dark Souls series, you’d get bullet points that look nearly identical to Hellpoint: respawn checkpoints in a labyrinthine world, the loss of all currency on death unless you can retrieve it, slow and methodical combat with light and heavy attacks, as well as challenging encounters punctuated by enormous boss monsters. It’s all here, for better and for worse, but its elaborate sci-fi setting gives it some character of its own and a strong combat system made suffering through the extensive bugs largely worthwhile.
At the very start you’re plopped into a cloned body on a massive space station with zero explanation, left to fend for yourself against demonic entities and godlike beings. That’s the entire plot, basically, which feels like a waste of the potential for this immediately intriguing sci-fi universe. There are some books you can skim over, message terminals to read, and a handful of prompts at control stations here and there to peruse which add some flavor, but the majority of Hellpoint’s storytelling is suggested by its environments and enemies. Much like Dark Souls, it’s a world rich with palpable tension and mystery that lead you to pose questions constantly, even though it seldom gives you answers.' [ignvideo url="https://www.ign.com/videos/the-first-12-minutes-of-hellpoint-demo-gameplay"] Visually, Hellpoint is quite stunning. When I’d exit a walkway and emerge onto a terrace that overlooks a sea of stars and spiraling colors I’d legitimately just stop and stare for a few minutes. Interiors are similarly stylized with bright, popping colors that contrast the dark and decrepit tone incredibly well. At one moment you could be exploring a nearly pitch-black hallway with enemies lurching at you from around corners and then it’ll feel like you’re walking across the bifrost to Asgard. And yet, despite the dramatic swings in color palettes and lighting, it all feels consistent and cohesive. A lot of love and care clearly went into the world building from a design perspective and it makes me immensely curious to see and learn more – which underscores the lack of a real story, as a side effect. [poilib element="quoteBox" parameters="excerpt=A%20lot%20of%20love%20and%20care%20clearly%20went%20into%20the%20world%20building."]During my approximately 20-hour playthrough I kept swinging back and forth between adoring the surreal, occultist-inspired atmosphere and getting utterly frustrated at the sheer lack of direction and communication. More so than is typical for this type of game, the station is an absolute labyrinth of interconnected passages and regions that are dizzying to explore and there’s little to no indication of where you should be going. Granted, it’s more or less standard for Souls-likes to not have a map screen, but here that omission makes Hellpoint seem more aimless than usual. Every single boss I fought, essential item I found, or critical path I discovered, was entirely by accident. Finding a random key card that grants access to crucial new zones five hours later is par for the course. Checkpoints (called Breaches) are scattered everywhere, but you’ve got to use an extremely rare “synchronization” item to open them up for teleportation between one another, so planning out which ones you want to use for fast travel is key. However, it’s basically impossible to do that intelligently without a map for planning. The result is that the fast travel system can’t be relied upon, so I was usually desperately hoping to find a shortcut connecting back to previous regions or just running back through entire zones to retrace my steps. [poilib element="poll" parameters="id=265e7679-1e5a-43fd-9229-fd7f3d08b2bf"] Overall, though, I like the way Breaches work more than campfires in Dark Souls because not only do they heal you, but they do not respawn enemies. (Instead, enemies automatically respawn after a certain amount of time.) Because of that, backtracking was usually not as frustrating as in other Souls-likes since I didn’t have to kill the same enemies over and over as much. Breaches also don’t refill your healing item – instead, you recharge that (and your Energy resource) over time by landing melee attacks. It’s a good balance and incentivizes fighting aggressively if you’re close enough to a Breach to just run back and heal really quickly. [poilib element="quoteBox" parameters="excerpt=Combat%20in%20Hellpoint%20is%20its%20strongest%20aspect%2C%20but%20not%20for%20the%20reasons%20I%20expected."]When you do eventually die (and you probably will, a lot) not only do you drop all of your experience points, but a ghost version of your character spawns in the area to start hunting you down. Your ghost will always be equipped with whatever you were using at your time of death, which can often make it extremely fun and challenging to take down. Once I fell down a pit and died after clearing a big room full of enemies using a new axe weapon, so returning to that room with the addition of my ghost to contend with made it even more difficult than before. This isn’t the first time a game has used a “fight your zombie” mechanic, but it’s certainly something in the back of my mind each time I consider trying out new weapons. Ranged weapons are tricky to use well, but in the hands of a tricky AI ghost they can often be tough to deal with. Combat in Hellpoint is its strongest aspect, but not for the reasons I expected. Moment-to-moment gameplay felt floaty and a bit wonky at first, like the awkward jump mechanic that makes timing leaps across death pits difficult to control – especially compared to the weighty precision of Dark Souls. Even so, Hellpoint’s fluidity eventually grew on me. Dodging is extremely powerful here and happens super quickly, letting you immediately evade attacks and reposition. The biggest annoyance is that getting behind enemies is extremely difficult unless they’re lunging forward since they seem to use the same lock-on targeting you do. [widget path="global/article/imagegallery" parameters="albumSlug=hellpoint-screenshots&captions=true"] A huge part of what makes combat so satisfying is the progression system. Not only do you upgrade weapons at terminals to improve their overall stats and apply mods, but using the same weapon for a few hours will start to unlock special abilities. For example, one of my swords expands in length to do more damage, while my hand axe emits an ethereal glow that doubles as a thrown projectile. There’s a lot of weapon variety, from trusted one-handed melee items and shields to massive hunks of metal and spears, all the way to railguns. Yes, guns – it takes a while to find ranged weapons worth using and to get your stats high enough to fire them well, but they can be very powerful and change the pace of fights enormously. They all use your Energy meter for every shot – even the thrown weapons – so they likely won’t ever be your primary method of attack (since you need melee attacks to recharge Energy) but they’re useful for softening up a target before moving in for the kill. [poilib element="quoteBox" parameters="excerpt=There%E2%80%99s%20some%20quality%20creativity%20here%2C%20just%20not%20quite%20enough%20quantity."]There aren’t a ton of enemy types so there’s lots of repetition throughout, but the enemies that do exist are all vastly different. Fighting a hovering alien creature that looks like a giant, enraged beta fish that can shoot lasers is extremely different from going up against a cross-shield-bearing holy knight that can summon laser spikes from the ground to impale you. There’s some quality creativity here, just not quite enough quantity to feel like you’re constantly stumbling across new things. By the end I was just fighting weaker, smaller versions of full-on bosses I’d fought earlier. While I do intend to complete the 10 hours of additional post-game content and extra bosses for a full, true ending, if there are new enemies there I’ll be annoyed they were held back when they might’ve made the main campaign more diverse. A high level of difficulty is a big draw for Souls-like games but Hellpoint isn’t very consistent in that regard. Naturally, the first few zones are extremely deadly and challenging, in part because you’re still learning how combat works, but once things clicked I found the difficulty curve to be choppy and inconsistent, without a steady increase in difficulty. Some of the later boss fights I was able to handle on the first try after dying nearly a dozen times on some of the earlier ones. On the other hand, some non-boss enemies presented a real struggle even at late-game stages due to how frequently you face them and how relentless they can be in their attacks. It’s almost as if Hellpoint could sense my comfort and complacency so it’d come for me extra hard when I least expected it. I relish those fights, but they didn’t feel logically placed. [ignvideo url="https://www.ign.com/videos/hellpoint-co-op-trailer"] Co-op works just like it does in Dark Souls, in that you place messages seeking help in the environment where other players can answer, though here those messages are indecipherable symbols and shapes, making them basically useless. You’re also subject to invasions by PvP attackers, or you can directly join a friend’s game using a unique code (or in local co-op). It’s fine, but there isn’t an understandable reason why these sorts of games can’t just have more stable and functional co-op that isn’t convoluted. [poilib element="quoteBox" parameters="excerpt=Gratuitous%20bugs%20and%20performance%20issues%20make%20it%20feel%20like%20it%E2%80%99s%20struggling%20to%20deliver%20a%20fully-functioning%20game."]The biggest things getting in Hellpoint’s way as it attempts to fully establish itself are the gratuitous bugs and performance issues that make it feel like it’s struggling to deliver a fully-functioning game. At one point when another player joined my session to assist, my framerate tanked into single digits and it felt like I was playing a slideshow. At another, I fell through the floor and everything was invisible other than floating weapons representing me and the enemies. And another time one of my menus was stuck on-screen and wouldn’t close, preventing me from attacking or even quitting out – I had to alt+F4 just to restart from the last Breach I visited. Not to mention the abhorrent texture pop-ins happening right in front of your face, unignorably interfering with the otherwise beautiful scenery. For a real laugh you can also turn off blood in the settings which inexplicably also removes sound effects ridding combat of any visceral impact. But then thrown weapons still would trigger blood splatter, so what even is the (Hell)point? Beyond that, some of Hellpoint’s more interesting features are never really introduced or used in interesting ways. For example, one big idea that is woefully under-explained is the black hole the space station orbits. As it turns out, depending on its position relative to the station (as indicated by the clock-like thing in the top left corner of the screen) different things can happen. For example, sometimes it will cause more or more powerful enemies to spawn, and so on. It would’ve been nice to have some introduction to that concept so I could’ve planned around it, but at the same time the events weren’t a big enough deal that I needed to be aware of it to succeed.One of the questions I’m sometimes asked by friends is what the best entry-level fighting game is for someone who is new to the genre, but who also doesn’t want to spend hours in a training mode or immediately get completely blown up when they play online. My answer is generally, “such a game doesn’t exist, but the closest you’ll get is probably Fantasy Strike.”
Fantasy Strike is a fun, easy to play fighting game with simple controls, tight and strategic fighting mechanics, a well rounded cast of 12 unique fighters, and some wonderful innovations in the genre that I wish other, bigger franchises would take note of. Visually, it’s very bland and lacks its own unique personality, but if you look beyond that, you’ll find one of the most daringly different fighting games of the last decade – not to mention it’s free-to-play, has great netcode, and full crossplay support between PC, PS4, and Nintendo Switch.
[ignvideo url="https://www.ign.com/videos/2020/07/21/fantasy-strike-free-to-play-trailer"]
Fantasy Strike throws the basic rules behind most fighting games out the window, instead writing its own with the goal of making things as intuitive and accessible as a traditional fighting game can possibly be. You can’t crouch, which eliminates all high/low mix-ups; the life bars are broken up into segmented chunks of HP, so you always have a clear idea of how many more hits are needed to win or lose; your super meter fills up automatically; there are no complicated input commands; you can counter throws by just standing completely still. The list goes on and on, resulting in a very distinct flavor of a familiar whole.
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Fantasy Strike uses a three button fighting system with each character largely sharing the same basic input commands for each of their moves. While on the ground, every character has three light (A) attacks, one medium (B), one heavy (C), and one super. While in the air they also have one attack for each button along with an aerial specific super as well. This makes it very easy to jump between and learn new characters, which is great because online ranked play requires you to create a three person team.
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Despite the similar movelists, these characters all play dramatically different from each other, even those within the same archetype. Jaina, for instance, is a zoner who can fill the field with projectiles, but can also be incredibly nasty up close with some very tricky cross ups and respectable damage. Argagarg on the other hand, despite also being a zoner, focuses on poisoning his opponent and utilizing his projectiles to push his adversaries away and keep the poison active. Every character in Fantasy Strike feels like they have something unbelievably powerful that only they can do, which makes the entire roster very fun to play and also satisfyingly challenging to play against.
Even beyond the simplified inputs, one other area of accessibility that Fantasy Strike absolutely excels at is using visual cues to tell you everything you need to know about the properties of a move. You’ll never wonder why you got hit by something, or be confused as to how to counter a specific move. When enemies glow blue, they have armor; when they glow white, their attack is unblockable; when they get you with a command grab, big bold letters appear that say “Jumpable,” letting you know that you could have jumped to avoid getting hit; when you see blue sparks after an attack is blocked, you have frame advantage; when you see red sparks after an attack is blocked, it’s punishable. It’s all incredibly intuitive, and the stuff that isn’t outright taught in its excellent intro tutorial is easy enough to pick up on with experience.
There are so many design choices present to make things easy and accessible that you would think the depth of the gameplay would suffer as a result, but surprisingly, it doesn’t. Fantasy Strike successfully manages to lower the skill floor of all of its characters without ever dropping the skill ceiling, and it does so not only through excellent design of its movesets and character archetypes, but also by giving players the right tools to understand those movesets and archetypes.
Embedded within Fantasy Strike are excellent spotlight videos for each character that go over everything one would need to know in order to be competent with that character. These videos are short, comprehensive, and most importantly, they’re presented in a way that makes it very easy to understand complex concepts like set-ups, cross ups, frame traps, and more. Within just an hour or so, I already felt comfortable enough with a character to jump online and start having competitive matches. After a few of those, I was on my way to winning my first ranked mini-tournament. These kinds of tutorial videos are absolutely something that should be standard among future fighting games.
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As good as all of this is, there’s no getting around Fantasy Strike’s bland style. Its roster, while very mechanically interesting, are among the most boring character designs I’ve played in a modern fighting game. Rook is just a stone golem with no distinguishing characteristics; Setsuki is a kunoichi with rainbow hair that feels randomly colored in with a paint bucket tool; and Grave is the prototypical Ryu-style character who just wants to improve and fight strong opponents, just to name a few.
These boring looking fighters aren’t helped by a weak arcade mode that does very little to give them any much needed personality and is hampered by inconsistent voice acting throughout. Looks aren’t everything of course, but when the competition even among indie fighting games includes gorgeous options like Skullgirls, Under Night In-Birth, and Them’s Fightin’ Herds, Fantasy Strike’s isn’t even in the same league on the audio/visual side.
For the solo players, in addition to arcade mode, there’s also a daily challenge mode, a standard survival mode, and an interesting twist on a Boss Rush mode that throws all concerns about character balance out the window by rewarding you for each victory with your choice of an incredibly overpowered perk after each fight. What’s great is that many of these power ups are specific to each character and designed to either cover their inherent weaknesses or ridiculously enhance their strengths. In one Boss Rush run, I had a Rook that could deal 6 damage off of a standard throw by just the third round, basically allowing him to one-hit KO a lower health enemy as soon as I got my hands on them. It’s an amusing distraction, but not one I felt the need to come back to after a few runs.
Fantasy Strike’s actually been around since 2017 as a Steam Early Access game, but as of July 21, 2020 it became completely free to play with the full roster of 12 characters available immediately. That’s unprecedented in a genre where other free-to-play games lock most of their characters behind some sort of pay wall, and it truly makes Fantasy Strike the best entry point for newcomers interested in fighting games. You won’t get access to the single-player modes like Arcade, Boss Rush, or Survival without paying at least $20 for the Core Version, but you’ll still be able to access Fantasy Strike’s full suite of training modes, and most importantly, you’ll be able to play online in both casual and competitive playlists. However, if you’re playing for free, you won't have access to local versus multiplayer, and you won’t be able to start a private room with another person unless at least one of you owns a paid for version, which is a humongous bummer even in spite of all that Fantasy Strike offers for free.
Instead of charging for characters, developer Sirlin Games has introduced a very unusual subscription service called Fantasy+ that gives players access to special Master level costumes that can’t be purchased in the shop, XP boosts on all characters (which is just a show of how experienced you are with a character and opens up the Master costumes at level 20), and access to Replay Theater. Replay Theater is the star here, and it is actually a pretty fantastic innovation on how players are able to view recorded matches, and though it doesn’t quite justify a $5 per month premium fee, it is a great perk for those who want to show support for the developers who are offering a substantial amount of value by keeping the whole roster free to play.
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Many fighting games have the ability to rewatch your own matches and replays of high level matches, but with Replay Theater, you can actually filter what you want to see based upon the rank of the players and the specific characters used in the match. You can even set the filter so you can watch only matches of one specific character vs another, which is super helpful if you find yourself having trouble with a particular matchup and want to see how high level players deal with it.
Some parents are really invested in their kids’ report cards or success in extracurricular activities. Othercide offers a different kind of parental pride as you command a small army of warrior Daughters armed with giant swords and sleek revolvers they can use to slice, bash, and blast through a menagerie of Lovecraftian horrors. But this is more than an outlet for such dreams of blood-drenched parenthood, though. Othercide is also the best turn-based tactics game of the year so far.
With the help of a mysterious figure called the Red Mother, Othercide puts you in charge of a darkly ethereal realm called the Inner Void from which you summon Daughters – echoes of whatever the Mother used to be – to stop the coming of an eldritch entity known as Suffering. Similar to 2018’s Into the Breach, this will require failing and going back in time over and over until you manage to get it right. Each successive “Remembrance” allows you to carry over a currency called Shards from your previous run, so I never felt like I was having to start from square one. Failure is an expected and essential part of progression.
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Once I realized that death was never really the end, it could sometimes feel a bit too forgiving, though. Shards are used to activate unlocked bonuses on a per-run basis like increased health and damage, and even the ability to skip bosses you’ve already defeated. While there is a satisfying sense of progression, I usually earned so many shards per run that I didn’t have to make interesting decisions about how to spend them. I could activate all of the bonuses I’d unlocked at once.
Luckily, the other resources at my command did require me to make those difficult calls. Notably, Daughters do not heal between missions, and you won’t find any healing abilities or items. On top of taking damage, most of the more powerful special attacks cost health to use. The only way to heal a daughter is to sacrifice another one of equal or higher level. Having a supply of sacrifices is rarely an issue, as the Vitae needed to summon new daughters is handed out in abundance. But the emotional weight I felt destroying one of my children so that another may live could be potent. As a consolation, the beneficiary will carry a part of the sacrificed daughter with them always in the form of a small mechanical bonus based on her stats at the time of death.
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The final, and most precious, resource is resurrection tokens. Since each failed Remembrance sends your entire current roster to the cemetery, these function as a way to carry over some of your best fighters from one run to another. They’re very hard to come by over the course of a run, though spending shards can allow you to start with a few from the get-go. They allowed me to maintain some sense of continuity and build a deeper bond with Daughters who had been with me since the beginning, which I really appreciated.
[ignvideo url="https://www.ign.com/videos/the-first-15-minutes-of-othercide-gameplay"]
When the turn-based action kicks in, Othercide proves itself a satisfying, challenging, sometimes frantic tactical dreamscape. Each of the four classes has a distinct role to play, from the tanky Shieldbearer to the heavy-hitting Blademaster to the ranged support specialist, the Soulslinger. The enemy diversity is great, from quick and deadly Scavengers to hulking, insectoid abominations that can lock you in pace with a gooey discharge. New foes are introduced gradually across the five chapters, and even seeing familiar ones in new combinations often forced me to stop and think about how to handle the situation.
A time-based initiative system throws further excitement and consideration into the mix. Daughters who use more than half of their action points will have to wait a lot longer to act again, so it’s often smarter to end your turn with at least half remaining so you can better react to the changing battlefield. And with three mission types – the tense Rescue, desperate Survival, and ass-kicking Hunt – I had to learn what works best in a variety of situations.
The one area where these missions felt a bit lacking was in the map selection. I saw the same layouts often enough for it to become a little repetitive, even if the horde of baddies was different every time. At least they’re nice to look at. Well, “nice” might not be exactly the right word. Othercide is bleak as hell, and its mostly black-and-white, gothic horror aesthetic does a great job creating an atmosphere of oppression and danger. The splashes of red the highly stylish Daughters bring enhances the feeling that they stand as emblems of hope in this doomed nightmare.
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I can’t wrap up without mentioning the bosses, which are each expertly-designed puzzles that often have multiple viable solutions, but will absolutely kick your ass back to the beginning if you go at them guns blazing. I wasn’t able to best any of the ones I came up against on a first try, but any enemy you’ve faced previously will be added to the codex where you can read up on its behavior. All of the enemies in Othercide behave deterministically; there’s no randomness involved, except in the dice rolls for things like attacking and dodging. So understanding that a specific boss or enemy will always go after the closest Daughter, or the one with the least health, can allow you to manipulate them and lead them into traps. I really hit my stride when I realized the power this knowledge could give me.
For anyone who’s ever watched a monster movie and thought “Hey, it would be pretty cool to be that monster,” the premise of Carrion is immediately appealing. It’s a power fantasy that has you going an utter rampage through an underground facility, terrorizing both armed and unarmed inhabitants along the way. Developer Phobia Game Studio is uncompromising in its approach to making Carrion as true to this fantasy as possible, and it makes for a game unlike any I’ve played thanks to a collection of truly excellent moments. Even when the novelty of grabbing a helpless scientist and slamming them all around a room, Hulk-style, wore off, Carrion’s puzzles and cerebral combat encounters still kept me thoroughly entertained. The monotony that lurks between them, however, is the real monster.
[ignvideo url="https://www.ign.com/videos/2020/07/23/the-first-14-minutes-of-carrion"]
If there’s one thing that Carrion nails, it’s the movement and abilities of its leading amorphous, multi mouthed, tentacled monstrosity. The monster has total freedom of movement, with its appendages automatically shooting out and pulling it toward whatever direction you point it in. It’s delightfully creepy to watch and there’s a great speed and fluidity to its movements, which is important because hit-and-run tactics are crucial when dealing with the more dangerous weapon-wielding enemies you’ll encounter.
You can control one of your tentacles via the right stick and grab either enemies or pieces of the environment with the right trigger. Enemies can be consumed for health and extra biomass, or slammed and tossed around like rag dolls; bits of the environment can be hurled across the room; and doors can be ripped right from their hinges. It’s hard not to crack a devilish smile when you’re able to creep down on an enemy from the ceiling, quickly pull them up, eat their top half, and drop their lower half down for the rest of the people in the room to freak out about.
As you progress through the underground facility, you’ll unlock strains of DNA that add new abilities to your repertoire, such cloaking, growing blades and charging through barricades, and most notably, parasitically controlling a human. In typical Metroidvania fashion, these abilities typically have both a combat use and a navigational use, and every time you get a new ability you’ll be able to explore previously closed-off sections of the map.
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The best Metroidvanias manage to hide worthwhile upgrades and secrets to encourage backtracking and exploration whenever you get a new ability. This is one pro tip Carrion doesn’t follow in that there are only nine mostly useless, optional upgrades. Worse still, searching for them is a nightmare because of how easy it is to get lost. There’s no map to consult, no reminder of your current objective, and no waypoint or hint system to guide you. At one point I backtracked to access a previously blocked off area, only to find that all it did was provide a useless shortcut. Then I found myself hopelessly lost in a cleaned-out facility for an absolutely miserable two or so hours of aimless wandering.
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On my second playthrough, I could see that there is a fairly cleanly laid-out path to follow to get from main objective to main objective, but any deviation from that path makes it very hard to find your way back because you don’t know what those main objectives are. Just to illustrate how much of an issue this was, my first blind playthrough took about six hours. My second took a little over two.
It’s worth repeating that the actual moment-to-moment gameplay of Carrion is excellent. There are some very cleverly laid-out encounters that offer a ton of freedom in terms of how you literally pick apart your prey, and while it’s pretty easy early on, in the later bits it ups the ante significantly with armored mechs, fast drones that can rip you to shreds, and flamethrower-wielding soldiers who will have you rushing to the nearest body of water if they manage to set you on fire.
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As far as the story goes, there isn’t much of one to speak of, but that actually works in Carrion’s favor. From the start until the end, the perspective never shifts away from the monster, outside of a couple of quick flashback sequences that provide some context for its origin. That makes it kind of a fun and unique way to experience the increasingly dire state of your human adversaries, as presented through emergency bulletins and LED signs.