The Good:
- Initially intriguing mystery surrounding 'the loop' and its visionaries. The opening of the game especially does a good job of drip feeding info allowing the player to piece together the puzzle
- Gameplay is serviceable
- The concept of a roguelike set in this backdrop isn't bad in theory
The bad:
- The sense of progression between loops. Ooh look I've found a purple gun - oh it does the exact same thing as the shitty gun except not jam. The 'looping' overall was repetitive, there are side missions but after doing a couple, I realised these weren't very worthwhile
- No sense of peril. The AI are braindead and the visionaries aren't a threat. There's only Julianna who is actually interesting
- The game is sparse in content. There are only 4 maps and barely any weapon variety
- The gameplay, although serviceable in terms of movement and gun-play, is basic. There's no incentive to get creative when eliminating a target when you can just run in and shoot things up just as easy
- A bit more direction would be beneficial. I don't want hand-holding but when a key story-beat can only be discovered by reading a nondescript white note which looks like every other non-interactable white note scattered around in every room in the game - we have a problem
Overall not a bad game but I found the niggles too much to persevere with and the story didn't grab me as I thought it would
- Initially intriguing mystery surrounding 'the loop' and its visionaries. The opening of the game especially does a good job of drip feeding info allowing the player to piece together the puzzle
- Gameplay is serviceable
- The concept of a roguelike set in this backdrop isn't bad in theory
The bad:
- The sense of progression between loops. Ooh look I've found a purple gun - oh it does the exact same thing as the shitty gun except not jam. The 'looping' overall was repetitive, there are side missions but after doing a couple, I realised these weren't very worthwhile
- No sense of peril. The AI are braindead and the visionaries aren't a threat. There's only Julianna who is actually interesting
- The game is sparse in content. There are only 4 maps and barely any weapon variety
- The gameplay, although serviceable in terms of movement and gun-play, is basic. There's no incentive to get creative when eliminating a target when you can just run in and shoot things up just as easy
- A bit more direction would be beneficial. I don't want hand-holding but when a key story-beat can only be discovered by reading a nondescript white note which looks like every other non-interactable white note scattered around in every room in the game - we have a problem
Overall not a bad game but I found the niggles too much to persevere with and the story didn't grab me as I thought it would
The actual combat and gameplay is pretty basic, there's not really a lot that made me go "wow okay they're innovating over here." There's cool power ups but it feels like they were ripped from ideas from dishonored 3 lol.
The REAL reason I finished this game is because of how the story progresses. Instead of having a linear story, having a story that is progressed through repeated days where you can slowly unravel the secrets of each boss is actually really fun. The gunplay is alright, but this game tries to do something special with it's story and it works well.
The REAL reason I finished this game is because of how the story progresses. Instead of having a linear story, having a story that is progressed through repeated days where you can slowly unravel the secrets of each boss is actually really fun. The gunplay is alright, but this game tries to do something special with it's story and it works well.