Reviews from

in the past


The mental checkout began when I saw my first enemy looking like a jobber from a 360 era high-fantasy thing, and ended when I realised levels were ProcGen.

A good game, with fantastic game feel, but you can really tell there was a focus on multiplayer.

Enemies tend to swarm you and bosses have tons of additional enemies. The procedural generation feels pretty pointless and actually kind of weakens the whole experience. There's also some weird imperialist undertones in the game that just left a bad taste in my mouth.

At the end of the day, through, the combat just feels good. Dodging, rolling, shooting. It's a visceral satisfaction that's hard to explain. I feel the action in my gut.

Worth checking out, especially if you have folks to play with.

An unmemorable world, story and characters plagued with one liners placed into a game full of QoL, well thought mechanics and a co-op that makes the game quite enjoyable to play, but a chore to pay attention and dig in when it comes to the narrative.

The developers of this game do play a lot of games and truly understand how third person shooters and souls like behave and what feel like, and they nailed it! But the world is uninteresting and randomized so if you're here on the story, keep your expectations very low.

The gunplay, guns (and rpg aspects) with souls-like elements feels very well polished. The equipment and mods are always interesting and a joy to find even if you're not gonna use them. Levelling up is a way to get skill points guaranteed, but you can also find them laying around as random loot and I really love this because it completely removed the FOMO that I get in RPGs when levelling up. Almost no trait feels useless as almost all of them are designed for.. well.. weapons! The only exception can be melee builds because they're kind of hard to do due to rng but still. Even the weakest traits made me feel like they were worth looting, as they have a base effect just by adquiring them with no limit whatsoever on how many you can have.
Weapons/Guns are also very cool-- if you're not into automatic weapons. Almost all of them are single shot reload, shotguns, pistols/revolvers and while there are automatic weapons, they are usually quite bad and rare. Due to how the game is design, I don't see this as a bad thing, but I do recommend people to keep this in mind when trying to play the game.
Conclusion on the gunplay, guns and RPG aspects: Excellent, really well polished and thought.

Bosses and enemies are interesting and fun to play against once you accept that they will spawn mobs. Don't see them as annoying; see them as resources for your mods to load faster.
Some bosses have alternate kills that go from straight up dismemberment to don't fight at all by doing a puzzle. Each kill with different rewards that are tied to the method you used and I find that really cool.
Conclusion on the bosses and enemy design; Good and interesting, always fresh.

Co-Op and Scaling can be played in every mode (Campaign, Adventure and Survival) from beggining to end. (atleast with two players) feels incredibly great. You don't feel overpowered and the scaling doesn't feel rough at all, specially if you both coordinate and try to keep the gear score at the same level (aka everything upgraded at the same level as the other players due to the scaling of the enemies being tied to weapons, while the world and loot tied to everything. For more info click here).
The game features friendly fire that CANNOT be turned off and I'm glad. The friendly fire really makes you think before using your weapons and coordinating with others to advance while crouched/get out of the way because a sniper is behind you and you're a close quarter shotgun playstyle or because you have an AoE attack that doesn't distinguishes friend from foe that can literally instakill your friend if the enemy decides to jump. It's fun.
Conclusion on the Co-Op and Scaling aspects of the game: Great, incredibly well pulled off, to the point where I feel like you would make yourself a disservice by playing solo.

The random elements of loot, npcs and level design are something that I found really enjoyable and fun to replay, because this game has a feature called "reroll" that allows you to re-play a biome or "world" with another seed, separate of your progress in the main campaign and I find that extremely cool for people like I that suffer from fomo and dont really want to replay an 11 to 20 hour game from scratch just to get some achievements that didn't spawn due to RNG. I found it really interesting to "reroll" biomes to see what other cool stuff you can get like.. hell, you usually get like 3 bosses per world but rerolling I found like at least 12 extra ones in the first world alone and when playing an extra mode, when I thought I had everything, there was more?? so that was really fun but at the same time worrying because you can get really nasty bosses in your campaign seed.
Conclusion on the RNG aspects of the game; Good but annoying when trying to get achievements or something specific due to the obvious nature of RNG

The story is told.. very badly. The lore scattered is way too much, doesn't help to bring context and it's all scattered in logs that take.. no kidding, 4 to 6 minutes of reading and this wouldn't really be a problem if the logs were.. different? but you don't really know names, you don't get to know anyone, and when a character is presented as very important, they don't have lines like.. at all after you meet them.
The main story doesn't really say anything, forcing you to read the extra lore logs that don't add much to the story either, and I feel like the entire story can be summed up in a single minute video due to how little happens pretty much everywhere.
Some other nitpicks that I don't know where to fit in this story paragraph: Only one player can read logs at a time so unless you're into narrating like a child's book to your friends on vc or they are afk for more than 6 minutes, reading logs is not advised. The voice acting is incredibly hit or miss that ranges from the best thing you've heard to "are they just reading a paper?"
Conclusion on the narrative and storytelling; Between Bad and Average. Forgettable

Overall this game is a four out of five stars. No more, no less, no regrets nor feeling like it should be more or less. It's a really good game but due to how uninteresting the story can be, you're gonna be playing it for the gunplay alone.
TL;DR - Don't treat this game seriously. Play this with friends and shoot while talking to eachother. That's the best way to play this game.

omg vandal vingança de gaia variação vermelha e branca!!

Finished the game with my girlfriend. The game is only enjoyable once you leave Earth; the last boss fight was the only challenging one. However, I later discovered that killing mobs increased my damage on the last fight just a standard 6 out of 10 game for me 


I would love to see what's going on in the minds of everyone who called this "Dark Souls With Guns But Good".

Played this in co op, just because my husband really wanted to play this ... so as per usual I got dragged into it, and boy was I bored to death. He really liked it, I did not. I did not play solo, tried, but could not stand it.

Story was non existent, I couldn't care less. Characters were boring, uninteresting. World was bland, empty. I did minimum to finish it and collect the trophies and that was it. Could not be bothered to finish the dlc.

It's decent and might have been more fun in co-op with friends, but I played most of it by myself aside from a few areas with some random players.

Combat is definitely the best thing about it. All the guns and melee weapons have weight behind them and just feel very enjoyable to use, you also get weapon mods which give your guns different special abilities. I also did like how the melee is not a dedicated weapon you switch to and just a button you press instead making it mostly a secondary and keeping your primary focus on your guns which will usually be a hand gun and a rifle. Stamina management is mandatory due to having no block and only being able to dodge roll, so timing is everything.

The Trait system was an interesting take on leveling and character progression. You basically unlock a new "Trait" every time you do something enough times like if you get enough headshots for example you'll unlock a Trait that lets you deal more damage for headshots and every time you get enough experience points to level up you'll get a Trait point which you can then use to increase the level of any of your Traits. You also get a new Trait every time you beat a boss for the first time.

Level design is all procedurally generated and therefore bland and generic, but I guess it gives replayability for some people since no two playthroughs are the same. I personally hate procedurally generated levels 9 out of 10 times I play a game with them in it and Remnant is no exception. Which brings me to my next point...

Due to the procedurally generated levels, exploration is honestly, simply put...Horrible and not rewarding. So many dead ends and it just feels like a waste of time especially when you do find loot and it's generally just supplies you could've just easily bought in the hub world instead. For a "looter shooter" you rarely come across weapons or loot of value, you might occasionally find a new accessory to equip or a Tome of Knowledge (Gives a Trait point) but they're so few and far between it never feels worth it going off the beaten path to explore.

Bosses - I like the general concept and design of a lot of the bosses, what I DON'T like is how every boss is both 1 singular giant enemy and a horde mode of waves of smaller enemies. It's extremely easy to be overrun by the smaller enemies, especially playing by yourself and just feels super cheap and artificially difficult. Also the fact that each area of the map has a few bosses that are randomized is annoying too. You could playthrough the entire game multiple times without ever facing all the bosses since it's just RNG and luck based on which ones you'll face. There's only a couple that are mandatory and will appear in all playthroughs

Story and lore were nothing to write home about, typical post apocalyptic stuff with a bit of Lovecraftian "Man finds gateway to another world and sets loose extra-dimensional beings upon earth" added for extra measure. The creature design was pretty cool though.

All in all where it lacked in story, lore and world, the game excelled in combat (which is the most important thing in Souls-likes after all) but repetitive boss design, bland level design and no real reward for exploration holds Remnant back from being truly great and made it feel like a slog at times to keep playing. Would only recommend if you want a good co-op game or feel the need to play every single Souls-like because you have an addiction like me.

This game feels soulless, but everything else is beautful and combat is very fun with cool designed bosses.

After about 6 hours of playing, I'm going to move on. I figured out the best way to explain my feelings about this game, though.

It feels like the exact kind of game that I personally would end up making if I was fresh out of game-design school and was miraculously given a decent budget. On paper, it's absolutely a game for me. I love Souls games. I love shooters. I love risk/reward. I love equipment leveling and management.

It just kinda does all of these things at the most basic level. I think there's a lot of promise here - I wanted to play this specifically because I wanted to try Remnant 2. I'm actually not 100% confident I'm going to try Remnant 2 at this point, I'm a bit mixed. I've read plenty of takes claiming it's an improvement... but how much? I think there's a lot to work out here.

It feels bland to look at; there's really no uniqueness to the environments or the enemy design. The dragon boss was cool, though. The shooting is solid, but the melee attacks feel loose and awkward. I'm not sure what to think. This could have been something fantastic. Perhaps that's what 2 is... but now I'm afraid to jump in and try.


Pegaram Dark Souls e cruzaram com Fallout, eu subestimei esse game por muito tempo e quando dei uma chance, não me arrependi. A gameplay é totalmente satisfatória e muito divertida, é aquele tipo de jogo que você passa horas e horas jogando sem perceber.

I really enjoyed playing it, the graphics are beautifull and the combat is fun. If my degenerate friend didn't fuck up my character by obtaining the armor I wanted without me I would gladly finish this game.

Genel olarak fazlasıyla birbirinin aynısı düşmanları ve kötü dizayn edilmiş bölümleri yüzünden fazlasıyla sıktı. Bosslar anlamında da çok bayat zevksiz savaşlar daha çok sıkılmama sebep oldu. Belki Co-Op oynasaydım daha çok zevk alabilirdim ama yapacak bir şey yok. Son olarak silahların kullanımından hoşlandığım için biraz daha ilerleyebildim ama oyun yine bir noktada sıktı beni. Co-Op oynayacak arkadaşınız varsa bir göz atın derim.

I don't understand how this mediocrity of a game got so much traction and people praise it so much.
Now it has a second game which I refuse to believe.
It's janky, stupid and feels so stiffed.
People deserve more respect for themself and their taste.

Dunking on this game for a meh story is like dunking on a Monster hunter game for having no story. Gameplay also is fresh and unique, And being unique is always a positive in my eyes

perfect game for lulling yourself into a state of constant state of wondering "what am I fucking doing"

Game has procedural generated levels so I ended up going through the same 3 or so streets and sewer layouts more than enough times to think that the game was trying to pull some sort of prank on me

There was like 3 guns I found and they all felt like discount nerf guns

It just barely has a pulse of life when the real alien shit comes up but then quickly simmers down to making you go through more levels that could have just been copy and pasted for the same effect

Joguei pela segunda vez e ainda continua divertido com essa ideia de soulslike com shooter cooperativo.

A gameplay lembra bastante jogos do gênero, com seus itens, mapas, rolamentos e até mesmo HUD semelhantes à franquia Souls, já suas diferenças se devem à facilidade de entender como evoluir seu personagem e de como cada set de equipamento vai te ajudar. Não há nada de extraordinário no seu combate, mas quando há mais dois amigos e com cada um fazendo sua função, o jogo tem um flow muito divertido.

Agora, sua história é completamente qualquer coisa, lembro de achar até engraçado pela forma como acabou. Outro ponto negativo são seus eventos randômicos, que caso você realmente queira fazer todos eles, vai precisar de um tempo.

No geral, é uma excelente experiência cooperativa, que até mesmo me fez jogá-lo novamente, então pode chamar seus amigos, pois são boas horas de combate.

Pera, uva, maça, salada mista de elementos nesse joguete

Remnant foi meu primeiro jogo com temática souls, isso porque muita gente diz que ele é um, então como eu nunca joguei nada do gênero eu vou assumir que estão falando algo de fato real. Apesar de eu nunca ter jogado nada do estilo, sei sobre a curva de dificuldade que muitas vezes beira você querer se descabelar de raiva, mas aqui eu posso dizer que em momento nenhum eu tive esse sentimento. Passei sim por um ou outro chefe complicado e tive que repetir algumas vezes, mas não foi nada tão absurdo assim, na real, era prazeroso.

O jogo estimula muito o multiplayer, mas eu fui sozinho mesmo simplesmente porque não tinha ninguém pra jogar comigo. De início, isso pode parecer um impeditivo de você pensar “vai ficar difícil e vou precisar de uma pessoa”, mas não é isso que acontece, pois dá para zerar só tu mesmo de forma bem tranquila até.

Falando sobre a história, eu terminei com um gosto MUITO agridoce na boca pq ela começa com um ar de ter rolado algo antes e de fato isso acontece. Pesquisando sobre o game depois que terminei descobri que existe um jogo chamado Chronos: Before the Ashes e que Remnant se passa após ele, mas no caso, Remnant foi lançado primeiro, então…

No decorrer de Remnant alguns diálogos vão ficar bem soltos pq de fato o contexto está atrelado ao jogo anterior. Então, basicamente você primeiro precisa zerar Chronos: Before the Ashes e depois vir para Remnant para ter uma experiência mais compreensível? Não sei, estou teorizando pq não joguei esse outro ainda.

Mas falando apenas de Remnant, a história não é NADA memorável ou espetacular, pelo contrário. Grande parte do game você passa procurando por um personagem e quando o encontra, a cena e o momento é TÃO anti climático e zero emocionante/dramático que era preferível assistir uma partida de futebol do campeonato do Camboja no lugar. Além disso, o plot é todo uma grande salada de muitas outras obras famosas que você encontra por aí, sendo o chefe final e a história por trás extremamente parecido com o plot de Stranger Things, então a sensação é puramente clichê e não do tipo “nossa, estou jogando algo super original”.

Já ia esquecendo de comentar, mas inclusive o desenvolvimento de tudo é esquisito e cansativo, pois grande parte da história tu vai descobrir através de files, mas não são no estilo de Resident Evil ou jogos parecidos que apesar de apresentarem vários, eles são curtinhos e bem encaixados na evolução e andamento do game. Aqui, do nada, tu acha um file com 10 páginas corridas e do nada outro com 8. Então teve momentos que após uma sequência frenética de gameplay veio do nada um corte seco para quase 10 minutos de leitura e com MUITA informação para guardar. Definitivamente isso não foi legal, pq é a forma que o jogo te conta a lore, já que cutscenes quase não existem e os poucos diálogos ingame são fracos também.

Agora, se eu to falando tão mal da história, pq eu joguei até o final? Bom, felizmente a gameplay no sentido do combate é beeeem delicinha e desenvolver e evoluir o personagem é beeem satisfatório também, pois você vai liberando de forma muito orgânica cada melhoria de acordo com a barra de experiência e os bosses derrotados, inclusive a progressão do personagem te motiva a se desafiar em enfrentar novos perigos para saber o quão bom ou upado você está. No meu caso, quanto mais eu upava minha shotgun, mais eu queria ver o quanto de dano eu tirava dos inimigos. Mas vamos lá, tem um quesito ruizinho que é o fato de vc não conseguir dar lock de mira em ninguém, algo que é tão usual hoje em RPGs. A falta dessa funcionalidade provavelmente vai trazer alguma dificuldade para o seu gameplay, principalmente nos bosses que spawnam inimigos juntos e o caos se instaura na tela, pq eles vêm de todos os lugares e, jogando pelo controle, a sensibilidade não era tão boa às vezes para mudar de mira e evitar investidas inimigas, pois acredito muito que isso seria facilmente corrigido com o lock de mira.

Sobre os cenários, você passará por 4 grandes locais que são distintos demais uns dos outros e isso se deve ao fato de que são mundos diferentes (isso faz parte da lore) e nisso o jogo acerta e erra muito. Acerta pois são áreas completamente diferentes como cidade, deserto, floresta e um pantano, que são muito bem pensadas e criativas, com alguns detalhes bem bonitos inclusive, sendo o pantano a minha preferida que me lembrou Resident Evil 5 em alguns momentos ali no capítulo 3 quando você chega em Marshlands.

Agora, cada uma dessas big áreas, possuem seções menores que no caso são procedurais e aqui que a parte de cenários fica ruim pq essas áreas, pela natureza do estilo procedural, tem o objetivo de serem geradas aleatoriamente e criar sempre algo novo, mas isso não acontece em Remnant pq o procedural é uma bosta. Por algumas boas vezes na minha gameplay as áreas procedurais repetiam mais de 80% dos elementos e estética, tendo um caso em especial que elas se repetiram em sequência, ficando somente “mirrowed” ou seja, de trás pra frente e isso foi broxante pra cacete.

Uma coisa é você zerar um game e repetir, você morrer por falha sua ou culpa do jogo e ter que repetir uma parte, pois essas são coisas que você entende o sentido da repetitividade e aceita de coração muitas vezes aberto. Agora, você joga e acha que está evoluindo e simplesmente o jogo fica repetindo vários elementos, isso quebra muito a fluidez. Eu totalmente entenderia se o looping fizesse parte da lore, mas não é o caso, o procedural só é uma merda msm.

Outro ponto positivo e negativo são os inimigos. São MUITOS, muito variados, com ataques diversos e essa variedade vai mudar de acordo com os cenários que você passa. Acontece que, alguns deles são meros “copia, mas não faz igual” de alguns outros jogos e você vê nitidamente que não existiu um motivo plausível para eles existirem além de gerar o gatilho por reconhecimento na mente das pessoas. São váaaarios inimigos e até bosses maneiros e distintos que não possuem a mínima profundidade de lore ou que tinham até potencial para serem explorados de outra forma, mas que simplesmente não tem nada. Exemplo, tem um boss na área do deserto que são gêmeos e voadores. Você os enfrenta em uma ponte e sem dúvida foi o boss mais difícil que eu enfrentei e tinha TANTO potencial neles para um aprofundamento ou simplesmente para saber mais sobre lore da importância deles para aquele mundo….

Para minhas considerações finais e meio que um resumo, Remnant foi isso que representa minhas notas 2,5 que é o meio termo, que não fede, nem cheira. O pq disso é muito simples, é um jogo ok, tem coisas boas que poderiam fazer o game cheirar bem como flores no campo, mas logo passamos pelas poças fétidas de chorume que estragam o passeio. Definitivamente é uma experiência válida para conhecer se vc não tiver absolutamente nada mais para jogar e eu digo isso com a expectativa de que tanto o jogo anterior como Remnant 2, sejam melhores para dar a franquia uma robustez que faça com que esse game aqui seja o início promissor de algo melhor.

"This is definitely one of the games ever made. Beautiful drab brown environments. Amazing dudes with knifes as enemy and boss designs. Like reading air freshener ingredients in the toilet." - That was young and naïve me who still had a spark in his eyes and just finished the game for the first time in feburary 2023.

But as I am today writing this in may 2023, rugged and depressed, having tasted the entirety of the content this full-course meal made of shit has to offer, I'm telling you this. Why in the sake of the fuck couldn't they make a simple game you can sit down and simply enjoy with your buddies?

Here's how it went. We started the game and ventured out into the city. Cool, we thought, orange gamma, looks post-apocalypse-y, you can throw yourself out of the window from third store, good fun. Then we went into the next area. Same orange gamma, same buildings, same amount of cars at the end. "Wait, is this game procedurally generated?" I said. "Nah, dude, developers are just incompetent monkeys and didn't give a fuck about level design" replied my buddy. We laughed it off and continued on. But the thought that something is off did not leave me until we finished the game. I mean, why loading screens constantly told me how to enter sniper zoom if there is only one sniper rifle in the entire game? Why is there two and a half armor sets that all look like something from a fashion magazine for hobos? I started my investigation. I looked far and wide, and the revelation hit me like a brick.

Lets talk a bit about what random generation means. It means that you could have a perfect campaign filled with all those hand-crafted experiences and cool weapons and armor. Or it means you could hit dogshit RNG and all you get is a cum-drenched rag as armor and a couple of half cooked wet noodles as a weapon. And all the bosses you get are just B E E G versions of the same enemies you fought for five hours already. Try to guess on which end of the spectre did we end up. You know what? It took us more than thirty bloody hours dancing around a bonfire to get the stars to align so that we could get elf-parasite-queen set on swamps. Thirty hours for one fucking ring for 4% more damage with unarmed attacks. I hate myself.

**

Next I'll divide the text in two parts. First, my take on all the content the game has. Second, our quotes from our first playthrough as three joyous prancing little boys.

Let's talk weapons.
Opinion of tired me about what the game has to offer: the only weapons not making me want to vomit design-wise are beam rifle, default sniper rifle, winchester and revolver. Three out of these four are located in first area. All weapons are just brown blobs of polygons not creating any theme. There are no sexy ridges or anything your eye could catch. It's unbelievable how consistent these designers in producing shit. Are they warframe refugees or something? I refuse to believe someone finds these beginner artstation designs eye-pleasing. I won't even touch melee weapons because you won't use them anyway. And I'm saying it as a melee build who slashed his way forward without any resistance or impact or any joy for at least thirty hours. Sorry, forgot to mention the crossbow shooting literal rails which cause bleeding. That was hilarious.

Joyous boys quotes:
"Goddamn dude why is every single weapon we get is garbage? It either looks like shit, or fires like shit. The only cool thing apart from starter winchester is an SMG-Flammenwerfer. We're already near the final boss, why didn't we get something cool and not rusted over?"
"Dunno, I'm running with railgun and starting SMG which shreds everything, the weapon variety overall is pretty ok, I just don't feel like it's worth changing. The melee is absolutely useless though."
"The sniper rifle is pretty cool, especially with a 4x crit ring. Some smgs are acceptable, melee is shit. No idea why it's even in there. I mean, yeah, you could build a melee boy, but what's the point with such boring attack animations? The skills you can insert are okayish, diverse enough at least."

Let's talk bosses.
Opinion of tired me about what the game has to offer: shit, garbage and disappointment. If you played the game already, I'll let you try to remember how many bosses here were presented without a horde of trash mobs constantly spawning in arena before I'll give you an answer. Five. And four of these are from dlc and two of these are already 2v1 fights by default. Almost all bosses are literally common enemy but big. I have no idea what's the point of making those especially if your fucking excuse of a game is procedurally generated. Why did you not remove those placeholders as bosses and focus on creating a nice linear journey with unique bosses instead like in dark souls which you, developer bastards love so much? Ah, but of course, the reason of this is because "we are different from dark souls". Eat my ass. Also thank God Almighty for slapping you on the head and giving you an idea of Leto's armor, which breaks every insufferable boss encounter and is located in the first area. Truly an intervention of forces from above.

Joyous boys quotes:
"Wow, cool, another L A R G E common enemy. We completed the game and the best boss is that one dude who was running around and farting and then his pathfinding broke down and he just stood there until we killed him."
"It's cool that some bosses have gimmicks like those beetles where you can summon the second one early but with less hp. The overall boss design is dogshit."
"The bosses are pretty meh as a souls-like, honestly. I don't remember anything hard or interesting. Although I liked those two flying moth girls, they were fine. Also have you nothing else to do other than asking me that?"

Let's talk locations.
Opinion of tired me about what the game has to offer: have you seen any screenshots? Can you imagine walking through the SAME corridors for eighty plus hours? What is the reason in creating one single corridor and then copying it with another name? Were you lazy? Incompetent? You can tell me, I wont blame you. I just want to know why every single location looks as a creative wasteland. There's your standard city, standard forest, standard snow forest, standard brown swamp. I felt like those decorations siphoned away my ability of art appreciation. And there are fucking quake levels in a desert, que mierda?

Joyous boys quotes:
"Ok, so there is a skill that lets you throw yourself out of the window faster and the only location with windows was earth. What the fuck, game? Ok, even if those locations are randomly generated, you could at least make more than three bloody corridors. Goddamn I hate it. I won't even speak about fucking swamp and desert biomes. The only one left for a shit bingo is sewers. Wait, there are caves in swamp area. Yay, we got a bingo! And in the end we'll get another extremely disappointing boss or another ring for AIDS status application while vomiting +0.5%."
"Pretty much, yeah, the city is cool though. I also liked the forest. Well, that hanged city area."
"There's just too little things to populate areas with. I have no focal point in my memory. It's just blandness all around."

*
*

Story is nonexistent but the game has those random lore dumps in loading screens which most likely were written by Timothy Dexter. The one particular world-building phrase broke me. It was "Folks don't believe it, but they once used this stuff to make tanks that fly." Now tell me, dear game. Why did people forget how helicopters are called but remembered tanks? Why are there "assault rifle" or "chiсago typewriter" weapons? Why only helicopters were wiped from mankind's memory? Oi, developer cucks, do you have a childhood trauma regarding helicopters? Did they do something bad to you? Show me on this doll where did they touch you.

Ah, yes, I forgot that there is a survival mode. Well, making a rogue-like mode without any way to put the game down and continue another day is definitely a game-development thing. Especially considering one run could last for five motherfucking hours. Or you could just get a vermintide biome in a first wave and call it a day because every goddamn boss there is bloody broken. Great job, game. I also want to tell grandma selling estus burgers to suck my dick for refusing to speak with me and leaving me with four burgers and a hundred heal bottles for the rest of the game.

Fuck this game and fuck you, dear defensive reader, for loving it.

If you read through all that wall of text I want you to know that you are amazing and deserve to be loved. Unlike this monstrous abortion survivor of a game.

Can't wait for a second one! 👍

I want to like this game really badly because it's got a solid core, a competent enough paint-by-numbers soulslike that lacks any kind of charm. Every second I've played it I'm waiting for something to hook me - a story beat, some gameplay element, a cool weapon I unlock - but nothing ever does.

There are a number of elements present in this game that are obviously here because they feel "very Dark Souls" but are out-of-place when inserted here. Even the bonfire mechanic feels like it was put there because the devs like Dark Souls, as opposed to deciding "this is something the game needs/benefits from"

Decent shoot em with cool swords

Relembrando todos os outros Souls Likes que joguei que não são da From, me parece que esse é o melhor, é gostoso a jogabilidade, as armas, as armaduras e os mundo são todos muito bons.

Inclusive, o sistema de co-op é infinitamente melhor que os das serie Souls, claramente sendo feito para se jogar em grupo.

Se não me engano devo ter zerado o jogo umas 6 vezes, de tão bom é a jogabilidade e a vontade de completar todos os secretos do jogo e coletar todos os itens.

Um dos poucos pontos negativos que lembro é os cenários criados aleatoriamente, que deixa um pouco sem criatividade, e devido a isso para completar algumas missões secundarias acaba dependendo da sorte, poderia como escolher rotas ou cenários para cada mundo para evitar o dispersando de tempo apenas torcendo para missão que você precisa decida aparecer.

Vale muito apena, jogue com grupo de mais dois amigos que é a forma perfeita de se jogar esse maravilhoso jogo.

Meh... Just soulslike with guns, nothing more.

Great gunplay, a lot of enemy variety, interesting weapons, and mods.

Provides a good challenge if you're solo like I was, although the game glitched for me at the very end and the ending cutscene didn't play, leaving my character in limbo, thankfully you can reroll your campaign and try to get the other bosses/randomly generated content.

Recommended!


Another game inspired by the souls style. It has its qualities, but the repeatability of enemies and mediocre level design are quite uncomfortable. In addition, there is the worst flaw in the game: the bosses. Practically all of them follows the same recipe: they have two or three different attacks and summon zillions of mobs that only make the fight boring and with an artificial difficulty.
However, it is a very fun game when playing with friends. If I had finished it alone, my score would probably be no more than 3 stars.

Dark Souls with gun(and not as good).

This review contains spoilers

Wtf was that ending.

thanks for letting me trick my friends into playing a souls game