Overgrowth doesn’t feel ready to leave Early Access

Overgrowth

The most satisfying moments in Overgrowth [official site] take place in mid-air. Rabbits are typically good at jumping, but they’ve got nothing on their anthropomorphic cousin, Turner, the martial arts master and hero of this critter-bashing romp. His leaping ability borders on the power of flight. During those seconds, suspended in the skies above the game’s largely empty battlefields, it feels like anything’s possible. Invariably the landing disappoints. Sometimes fatally. That’s Overgrowth: lots of potential, rarely reached.

Turner’s arrived in a new land, ready to have a nice, relaxing life. But no! There are slavers he has to kill. And that’s about it for the threadbare narrative. It’s little more than an excuse to get into a series of fights, peppered with platforming sections, and it’s basically the same story as in Overgrowth predecessor Lugaru – a remake of which is included here – but without the personal stakes.

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Overgrowth’s been cooking away for nine years, and I cannot figure out why it’s suddenly out now. It certainly doesn’t seem finished. Every single element, from the environments to the story, feels like it’s missing something. In some cases, it’s just unpolished, but the overall impression is that this is a game that’s still very much in beta.

The ‘Thick fog’ level is a pretty effective showcase for where the game’s really at. The level is huge, and full of gentle hills and wildflowers; blandly idyllic. But it’s also a spooky forest, complete with gnarled, dead trees and eerie, swampy fog. It’s like two or three different maps layered on top of one another, with no real identity or consistency.

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When Turner enters the level, he realises he’s a bit lost. There are no real objectives in the game outside of what you catch in the brief bits of dialogue, and here the implication is pretty clear: find the right way out of this pleasant field of flowers/haunted forest. The scale of most of the maps implies that exploration is a good idea. It never, ever is. It’s maybe the worst thing you can do, leading to wasted journeys and getting stuck in parts of the map that are entirely open to you, but are far from ready for visitation. And this is how I ended up walking across the bed of a lake without dying, even though water is fatal in the rest of the game, before slamming into an invisible wall that spun me around.

I spent at least half an hour exploring this weird location, finding nothing but big, empty, unfinished spaces. Eventually I gave up, restarting the level. It turns out that all I actually needed to do was walk straight ahead for 30 seconds, encounter some aggressive rats, and then kill them, completing the level. There’s no indication that this is the case, however, and nothing suggesting that going in any other direction is pointless.

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Most levels are laden with similar issues. Every single map could be a tenth of the size, and nothing would be lost, and nobody would end up wasting their time. It seems like a fundamental misunderstanding about how players act when faced with large, open areas. Ultimately, this is a game mostly made up of arena-style brawls, but that’s not remotely reflected by any of the level design.

Overgrowth is terrible at communicating things, generally. You’ll be wondering plenty, like if you’re going to be able to hit a target with your knife, or why you can die by jumping sometimes, but just as often be completely fine, but the game’s not forthcoming. Not only does it withhold pretty much every piece of information that you might want to know, it’s almost willfully inconsistent, meaning that anything learned might be rendered useless.

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The largest source of my confusion is undoubtedly the damage system, which I continue to know nothing about. Wolves are the game’s toughest enemies, so I’ve had plenty of opportunities to die over and over again at their claws. All of those deaths have taught me one thing; that there is no clear logic. In one fight, a wolf managed to kill me with two kicks. In another attempt – same wolf, same conditions – he kicked me twice, but then he had to take another swipe before killing me. After that, he killed me in a single kick, which also saw me launch into the air and fly over the edge of a cliff.

This lack of consistency works both ways. I might take a rat out with a single kick, but then have to beat the crap out of his otherwise identical buddy before he goes down. When the rules aren’t clear, it makes winning or losing meaningless. The rest of the game is similarly inconsistent, but it’s most disappointing in combat because fighting is one of the few parts of Overgrowth that’s otherwise enjoyable.

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Battles are blisteringly fast, and often a bit absurd thanks to the over-the-top physics engine that calls to mind a slightly more sedate Goat Simulator. On the surface, brawling seems like a simple affair. Hold down the left mouse button to attack, hold down the right to block, or press it to grab an enemy and disarm them, while shift makes Turner roll. Pretty straightforward. Doing this while trying to manage multiple enemies, some of whom might be wielding one-hit-kill weapons, is where the challenge lies.

Fights are all high-risk affairs, too, and Turner can’t take much of a beating. Unfortunately, there’s not much impetus for trying to wrap your head around the system in any meaningful way because the optimal choice is almost always to leap into the air, press the attack button, and watch as your foes fall before you. Sometimes they’ll try to throw weapons at you, but not all that often. The only thing stopping these flying kicks from letting you win almost every battle is that there’s no aiming, no lock-on, and no real way to know if you’re going to actually hit something until it’s too late. For all its issues, however, combat is light years ahead of the platforming.

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Overgrowth is too floaty and imprecise to make for a competent platformer, yet platforming makes up almost half of the game. I never found it to be anything less than a miserable experience, despite the fact that jumping feels great on its own. Even if the controls were fine-tuned, it’s dull. You’re just jumping from one rock or ledge to the next, with the occasional bit of janky wall-running that only works half the time. There aren’t any obstacles or challenges aside from trying not to overshoot the leap. The only time it’s memorable is when something infuriating happens, like the two times I made a successful jump only for the game to decide I fell to my death. You died, the game told me, while Turner stood safely where he landed.

So yes, Overgrowth is also a bit buggy. I’ve fought enemies who seemed to be standing on invisible rocks, I’ve become stuck in the terrain while platforming, and whether due to a graphical glitch or something else, every wound and stream of blood looks like it’s been created in MS Paint. Performance issues crop up from time to time as well, mostly with the frame rate dropping for no obvious reason. The game looks like it was made a decade ago, which is more or less when development began, so I’m not sure why any modern setups should struggle. It also doesn’t fully support controllers, which can’t navigate menus.

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Overgrowth feels like a mod created for a wacky physics sandbox where all the openness and experimentation has been pushed to the side, and everything else has been twisted around a forgettable, barely present story and a series of brief and ugly levels. I’m just glad that, at around two to three hours long, it’s incredibly short.

Overgrowth is out now on Steam and the Humble Store for £22.99/$29.99/€27.99, but there’s also a 30% launch discount that will continue until October 23.

56 Comments

  1. Premium User Badge

    garfieldsam says:

    Ouch

  2. mechavolt says:

    That was brutal, but to be honest…this is exactly how I felt when I tried a beta version years ago. Sad that it never progressed past that.

    • Quickly says:

      While some are saying they feel the impression is brutal it just seems to me an honest appraisal. After seeing the finished game it really does give off that Early Access vibe—even the official trailer on the Steam page is literally exclusively highlighting that players can mod the game, with not much else to go by [edit: it appears they’ve put up a normal trailer now which gives a better impression].

  3. Catterbatter says:

    I’m afraid to play this because I want so badly for it to be good! Here’s a game with a focus on fast, varied melee fights. It has big open maps. It has weird animal people. It has [*checks first screenshot*] fake mustaches on poles up on the roofs. As long as I keep waiting to play it, it can still be a great game in my imagination.

  4. emptyhalls says:

    Weird, broken games which never quite meet their lofty ambitions are actually the best games, imo.

  5. Crafter says:

    wow, that was as brutal as this game’s combats.

    Sounds like they threw the towel and just released the game.

    It is too bad, it looks like HB allowed them to experiment at will

    • Baines says:

      I don’t think it was a “throw in the towel” release. Development switched to the polishing phase quite a while back.

      My guess is that there just wasn’t much attention put on what the “game” part of the game would actually be. For years, we saw oh so many videos about the game’s development. We saw videos about particle systems, combat, procedural animation,… We saw plenty of videos about the user editor as well, how you could easily create your own levels and such.

      But throughout it all, there wasn’t ever that much about the game itself beyond those systems. Levels were wide areas where objects were dropped into them. Videos talking about platforming used a bunch of block components that were arbitrarily stuck together. Videos about combat were characters rushing together to fight in wide open areas.

      While there was mention of a story, there wasn’t really evidence of one. Even the necessary components like dialogue boxes weren’t worked on until the game was nearing completion. Perhaps because the levels pulled double duty for the sandbox editor, they were in their base form wide open and without much meaning.

      • Crafter says:

        By throwing the towel I mean that they could have reworked the game into something more coherent.

        I have no idea what how Wolfire works of course (they might have been listening only to the core audience of people playing each alpha) but they must have been at least a bit aware of the game shortcomings and decided to release it in its current state.

      • bill says:

        It’s sad, but I suspect you’re right.

        And the very sad thing is it was pretty apparent and predictable, and has been for a long time.

        Lugaru had exactly the same issues, it was a combat engine in search of a game.
        Every news release or dev video about this has been about the tech / mechanics, and nothing has been about what the game is about.

        It seems like a game designed by coders, and that what they really needed was a game designer as well.

        The graphics looked pretty good back when it was first announced, and at that time I was worried it’d end up like a more shiny Lugaru… and 9 years later is has done exactly that… even down to the massive levels with just a few combats in the middle of them.

        The fact that they only seemed to start on the campaign about 6 months before release was a worrying sign as well.

    • oyog says:

      “It is too bad, it looks like HB allowed them to experiment at will”

      You might be trolling and I’m just naive but I’ll assume you’re misinformed. Wolfire, the devlopers of Lugaru and Overgrowth founded Humble Bundle, initially, to distribute small team indie games along with their own game.

    • MikoSquiz says:

      Seems more like they ended up abandoning any meaningful development to focus on Humble Bundle, given that the result doesn’t seem to differ much from the state of the alpha circa 2011.

      Then they sold Humble Bundle and went “oh, huh, we’ve still got this game thingy kicking around” and popped it out.

    • Crafter says:

      I should add : it is sad that this did not turn out to be a very interesting game.

      Ages ago, I followed the dev blog with real interest : at that time the dev was writing great articles on how he was making the game engine.

      I wonder how this game would have turned out if it was made today with an existing engine instead of starting everything from scratch.

  6. Guy Montag says:

    I pre-ordered this a long, long time ago, because Lugaru was fun and I was okay with supporting the devs to get a bit more of that (and to be fair, Overgrowth being ‘a bit more of Lugaru’ is a perfect description). And yeah, totally agree with everything said here. I could forgive the jumping being floaty OR the levels not lending themselves to my jumping, but not both. The level where you have to climb to a point to claim a plant is the worst offender, because you only have one way up, and many of the long jumps over instant death would end with an uneven terrain that Turner would immediate bounce or magically turnwalk off of, straight into doom. Turner, divine entity and destroyer of nations, died so many times in that level alone. And the final platforming level is amazing, mostly because it expects you to use platforming techniques never taught before that point, and failing means falling quite a distance over and over and over again. Have a feeling that many of the final versions of levels were made only with feedback from people who had been playing the game for years and had such a grasp on this stuff that beyond first level tutorials, actually teaching things felt inconsequential.

    I’d recommend anyone who owns the game check out Therium-2 on the Steam workshop, it’s on the whole better than the Overgrowth campaign, and has branching level paths leading to 2 endings (and maybe 3 or 4, didn’t go down a few side paths). I understand there’s also a lot of mods outside the workshop that might never transfer over, might check them out at some point with the SUMLauncher.

  7. Premium User Badge

    wonderingmonster says:

    Sadly I have to agree, I was forgiving of Lugaru’s rough edges 10 years ago but it feels like Overgrowth doesn’t fundamentally improve on Lugaru’s design. What bothers me the most is that it’s very hard to get any sense of flow. In theory the parkour and combat system could lend themselves to this, but because of the fiddlyness + instant death of the platforming, the short levels, their loading screens, the ease of cheesing fights with the jumpkick, this never happened for me. You’re constantly interrupted by annoying stuff.

    I suppose this is the big risk when you have a small team with a strong focus on engine development. The game itself necessarily gets less attention.

    • Crafter says:

      It reminds me of subversion : brilliant work on the engine, no idea what to do with it (or at least how to make a good game out of it).

      • malkav11 says:

        A key difference being that with Subversion, they scrapped it and moved on to something else, whereas Overgrowth is being sold for $30.

        • Crafter says:

          Yeah, I guess that after so long they did not want to just shelve the game.

          It might have been the right move though .. either that or reboot the dev.

  8. stringerdell says:

    I can’t really disagree with much of this review (apart from enjoying the platforming at times myself) but will add that me and my friends got a lot of mileage out of the pvp duel mode. Great local versus gameplay.

    Extremely graphic violence though, this game isn’t for the squeamish.

  9. Artist says:

    I would even go further and say Overgrowth plays like a 9 year old pile of poo! Definatly not worth the price tag. Sad.

    • white-male says:

      yeah it takes imagination to create levels/characters/scripts/weapons etc etc, so you should go back to something that requires nothing of you..

      This is for making your own f*ing game, the campaign is just to illustrate what you can do..

      • Artist says:

        I assume you have been told that youre a dick many times, right? Its a rethorical question..

      • fishyboy says:

        when i preordered overgrowth like 8 years ago i did not sign up for a “make your own rabbit fighter” engine, i signed up for a sequel to lugaru. gonna try it before i pass any final judgement but this review is pretty in line with the impressions i got reading the dev blog: they spent ages tweaking the engine and never really put much thought into the actual campaign

  10. Dewal says:

    It may not be totally worth its actual price, but this game is fun.

    The deaths may appear random because it is actually the point of the fighting system. Except for blade wounds (in easy, knives take 3 or 4 cuts to kill you, all swords and spear kill you in one hit), you die when you break your neck or spine. So a fall or a punch could OS or do almost no damage, depending on how you (or the enemy) touch the ground.
    And that’s actually what is fun about the game : pushing an enemy down a platform or some stairs and wondering if he will come back or if he killed himself in the fall, jump kicking an enemy against a wall and breaking him in half…
    On the story mode, at one point you fight a two vs three match. When I saw two enemies jumping on my NPC partner, I rushed on the third, hoping that I could kill him before they killed my friend, so that I only had to deal with two enemies at once instead of one.
    What was my surprise when, just after killing my opponent, I actually discovered that my friend had killed both of his adversaries ? :O

    I never thought that punching or shooting a bag of HP until it fell to zero was ever fun; and having a game that do things differently is very refreshing. The randomness and brutality of the game is what makes it special, because it creates chaotic (but short) stories.
    And the death while fighting are never punishing because you respawn right before the fight in just a few seconds.

    Concerning the death while falling, I think it’s actually a level design thing. In any open area where you’re supposed to fight, you take absolutely no damage if you fall on your paws, even from very high falls.
    You only die when you fall during the platform sessions (even from very low heights) for the simple reason that the game will respawn you at the highest point you reached ! So by killing you, the game is actually being nice by not forcing you to redo a part you already did.

    So in the end, the only point where I agree with Fraser are :
    a – The story is really poor. But it doesn’t get in much the way of the game at all and give you a bit of purpose for killing the bosses.

    b – The levels are bigger than needed. If you don’t know it beforehand, you may explore for nothing. Just focus on the obvious path and everything will be alright.

    c – The jump kick is a bit too good. Its only weaknesses are that if you fail you are defenseless and you may break your neck, but it is a efficient technique to just spam it. It’s upon the player to no do it and take risks to enjoy a bit more of the challenge. But it’s always useful if you die too much on some fights and you just want to power through them.

    In total I’ve spent 8 hours on the game, including : Overgrowth and Lugaru storymodes, an hour of versus against a friend and quite a bit of arena fighting against the computer. And I enjoyed it, a lot !

    I think most of the frustration of Fraser came from the fact that he didn’t understand what the game was about (fighting and jumping), even if it may the game fault for not being more explicit and half-trying things that don’t matter (and will disorient people).

    I would advise any curious person to maybe wait for a sale and grab it at half price. It will help you accept the rough edges and just let you enjoy the game.

    • Fraser Brown says:

      “I think most of the frustration of Fraser came from the fact that he didn’t understand what the game was about (fighting and jumping)”

      No, most of my frustration came from the long list of problems I mentioned in the review. If you enjoyed it, that’s great, but the multitude of massive issues I encountered can’t be waved away with a “he didn’t understand what the game was about”.

      • Dewal says:

        Your remarks on the randomness of the fighting system felt like someone complaining that they can’t shoot in Dear Esther or Gone home. That’s what I meant by misunderstanding. Killing or dying randomly because of a bad fall is the point of the game. You can dislike it, yes, but not hold it against the game as if it was a mistake.

        And most of the other complaints are about thing that, in my eyes, are completely ignorable once you are warned about it. The story has no interest (and I think the game is aware of this, the hero only answer is always “I will kill them all”) and exploration shouldn’t even be made possible. The mistake of the author was to leave elements that had no reason to be there and were half done (thus the feeling of “should stay in beta”), misleading the players.

        And if I’m defending the game it’s because yes, there are mistakes that were done, but people that want to try a fresh, brutal fighting game shouldn’t be driven away by problems that shouldn’t matter in the start. It’s a small experimental fighting game, and in this regards it is well done.

        • Akakabuto says:

          You said exactly what I wanted to say. I like brawlers and beat’em ups and I love the fact that this game uses ragdoll and physics for the actual gameplay, not just for cool death animations. What you say about punching or shooting a bag of HP, I have been thinking this many years! Y U make no other systems for melee or shooting? Chivalry is one other game that comes to mind.

          I would like to point out that the fighting system is explained in the tutorial (basically you can take alot of beating in torso or legs, if you hit your head->goodbye).

          I don’t fully agree about spamming the dropkick. Mostly when I try to do it, enemies evade it or I hit my own head in the ground. Maybe I just suck doing it.

          I get that there is alot of these issues that is mentioned in the article, but still I cannot shrug the feeling that the author didn’t fully “get” this game, or what it tries to be, or even notice anything good at it, and local MP and the huge modding capabilities got ignored. There are very much that still could be done with this game, but there are also very much to like in this game. In my opinion a physics-based brawler is something that could shake a little bit about the sigh-tiresome-yawn-HP-system-in-every-game-ever. At least that is what I personally hope.

        • ffordesoon says:

          You’re right that players interested in the sort of experience Overgrowth theoretically provides shouldn’t be “driven away by problems that shouldn’t matter at the start.” Where you err is in suggesting that it’s Fraser’s job to ignore those problems, rather than Wolfire’s job to fix them.

          • Lestibournes says:

            I played the Overgrowth Story campaign from beginning to end in about 6 hours and the only real problem I found was annoying automatic ledge grabbing in the fight before the final boss fight. That’s it. I did do a lot of fighting in the arena, and I played Lugaru and the Lugaru Story campaign first, but I came to the Overgrowth Story campaign without ever having seen more than a few seconds of it in videos. No difficulty in figuring out where to go or what I’m supposed to do, it plops you down right in front of where you need to go or on a marked path a short distance from where you need to go. Combat is challenging, brutal, and varied. Stealth works as expected, and platforming is challenging and fun, even if occasionally frustrating. Level design is completely different from Lugaru, and isn’t in the same league. Maybe it’s because I was already used to the mechanics, but I just got in character and followed the game and had a blast. My only complaints are the length of the game and wanting more and bigger city levels.

    • jezixo says:

      The neck-breaking mechanic is interesting, but none of that excuses the fact that the game completely skips the job of actually teaching you how that stuff works.

      And also – sure the “you die if you fall during platforming because we’re doing you a favor” thing makes a kind of twisted logic, but why not have a message appear that says “press R to go back to a checkpoint”? Why fundamentally alter the physics of the game (and then not tell the player) just to make a theoretically more forgiving platforming system?

      • rymm says:

        the neck breaking thing is a myth. i think it was NERD3 that misinterpreted how the damage system worked and mentioned that in an early version he played on a lets play. its actually just location based, so the one hit ko’s can be because the hit hit you in the head, or because you hit your head on the ground.
        also weapon damage and hand to hand damage were separate bars, the hand to hand one would regenerate but the weapon one wouldnt.
        so you could take 3 knife hits and still take as much punches to take down as someone with no knife hits.

  11. Chaoslord AJ says:

    Kinda expected that reception back ages ago when I saw the first muddy colored screenshots of the game.
    The first impression is almost always right.
    Didn’t think it would take that long to release and frankly the dev deserves respect for his show of stamina. Most of them grab the money and run after two years in early access.

  12. Viral Frog says:

    I figured this would be the case given the development cycle. It is painfully obvious that the only thing that was done with this game were the developers at the end of the 9th year.

    • Premium User Badge

      teije says:

      Agree that a too long gestation period is usually a bad sign for a game, but not always. Age of Decadence turned out pretty damn good after 11 years of dev.

  13. KDR_11k says:

    Reminds me of Cortex Command, when that finally came out it still felt unfinished.

  14. MrLoque says:

    9 years, that’s why it came out like this :-|

    I’m a developer myself and I can assure you that even a single year can devastate you. Too much time spent on a project is often disastrous.

    They are now supposed to fix bugs, add features and so on. Don’t count on it.

  15. white-male says:

    Ohh stfu newcomers..

    If you had you followed the development more then 14 days you all would know what this game is and is not…

    Cry me a f*ing river about your hurt expectaions to a game that has never promised anything but a short campaign to show what kind of game you, yourself can make.

    But people have no imagination and are used to call of duty-genres that are like – uncobble your brain, play campaign, play online to get that special knife, lol – and then you buy a knew one…

    I have played this game for years and it is only now the fun starts, so get your pannies out of the twist they are in and use your imagination to create in this game or leave it and stop commenting on it like you know what it is.

    It is a platform on which to create your own f*ing game, the campaigns are just an illustration of what you can do and this is what they have been telling and showing us the last 9 years, so yeah..

    Maybe you should all find out what you have bought before sobbing about it online.

    goodnight b*****s

    • Nihilexistentialist says:

      If a game requires watching years of development videos to make sense of it then it’s poorly designed full-stop. That’s before we even get into issues with misleading marketing that would make someone take a look in the first place.

    • LessThanNothing says:

      And the triggered award goes to…

    • Shinard says:

      Damn, now I’ve got Cry Me A River stuck in my head. Your fault!

      Also, turn the computer off and have a nice walk and a bit of fresh air, or at least read a book or something You’ll feel better.

    • Optimaximal says:

      It is a platform on which to create your own f*ing game, the campaigns are just an illustration of what you can do…

      So why is it being sold as a full game, not a construction kit?

  16. satsui says:

    I’m not surprised. I remember seeing this game maybe 7 years ago and all the hype around it. I never “invested” into it because the only interesting thing about it was the physics engine that they were building (and built for another 6 years afterwards). That’s it.

    I learned about Lugaru and checked it out and thought it was okay, but didn’t understand why there was so much hype about this game. After reading this review, I’m honestly not surprised because Lugaru wasn’t that great of a game either.

    • TheOx129 says:

      In some ways, I’m getting vibes that Overgrowth almost feels like a game from an alternate universe where indie gaming never really took off like it did in ours, instead remaining in a similar place as it was around 2004 or so. Lugaru was amongst the first wave of notable indie titles – along with games like Rag Doll Kung Fu, Braid, and Cave Story – and it’s hard to shake the feeling that Overgrowth would have fared far better had it not come out 9 years later in a world where indie gaming really took off and has myriad titles in practically every genre imaginable.

    • Lestibournes says:

      Lugaru is an amazing game because of the awesome mechanics. The only reasons I don’t play it anymore is because of how dated it is on the one hand, and how much better Overgrowth is in every respect on the other hand.

  17. AutonomyLost says:

    Yikes. It certainly sounds like EA may have been this game’s ideal home for another year or so. Thanks for the review.

  18. rymm says:

    i had a lot of fun with the fighting in this game a few years ago. playing it now, not enough seems to have changed.
    its not just the leg cannon that is cheesy and too easy. the other best fighting tactic is to not throw any fancy spin kicks, but just to get close to your enemy and hold the attack button without directions, this will do a front kick/knee/punch that is faster and harder to counter. making the fancy cool looking spin kicks redundant.
    i never could quite figure out how to fight sword on sword either, seems 50/50 who would loose their sword and die.
    multiple enemies were also a problem, because if you counter throw one by accident instead of blocking (easy to do as one is holding and one is pressing) then the other bloke will kick your head in during the animation.
    saying that, i certainly got my moneys worth out of playing with it the first time round.
    someone will make better levels with the tools, so ther is still that

  19. Razakel says:

    Damn, I’ve watched quite a few videos every now and then about this game, and I expected when it’s going to get released it’s going to be polished but short experience. It’s disappointing to hear this after all this time.

    In my opinion this is a great example of developers focusing on the wrong things. It doesn’t matter how pretty the particle effects are or how smooth the animations are when the gameplay is not fun. And a realistic combat system always sounds great but in reality it often fails at being fun due to how short actual battles are and how random it feels sometimes.

  20. Lestibournes says:

    You and I must have been playing different games, despite the fact that they both have the same name and come from the same developer.

    Combat takes getting used to but makes sense and is fun. The level design clearly marks where you need to go and is very focused. Platforming is challenging, but again makes sense and is fun. It is a short, focused, no frills, action-platformer with uniquely enjoyable mechanics.

    The leg cannon is mostly useful against wolves. Other species will either duck out of the way or use the opportunity to throw weapons at you while you are helpless to maneuver out of the way.

  21. SeventeenMidgets says:

    I have had 3 children since this game was announced… I eagerly awaited it back in 2012… However, If i took all the free time I have spent raising my children, I probably could have developed a better game in less time than this has turned out to be.

  22. wakem says:

    When will culture journalism grow up? I think the game is impressive, and wish I had something like it to show for the last 10 years of my life.

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