![]() ![]() ![]() In their place, a group of robots are building their last line of defence against the threat of rogue automatons. UNSIGHTED puts you in the world of Arcadia, a post-apocalyptic city where humans have ceased to exist. In-game Screenshot “The feeling of running out of time does an excellent job of creating tension and ultimately highlights the responsibility you have in determining the outcome of UNSIGHTED’s narrative.” It features excellent storytelling, challenging souls-like combat, beautiful pixel art, among a slew of other unique gameplay mechanics. It is an isometric action RPG with a Metroidvania twist, not unlike Eldest Souls. Even more so if it is one that takes inspiration from The Legend of Zelda and Hyper Light Drifter. Whenever one of these pops up I can’t help but want to try it out for myself. But every so often one appears that offers to blend two incredible titles to create something familiar yet wholly unique. There is one platforming section, which is just okay.There’s no shortage of indie pixel games nowadays. Abilities (active shards) sometimes refuse to work properly, too. Not enough to frustrate me, but enough to leave me confounded. While the combat is fun, for the most part, it can feel a little weird: from the hitboxes, to the timings, to the damage received – often things end up feeling off in one place or another. The notes that you felt might provide context, actually just reveal more cryptic writings: Mostly field reports describing the thing that is right before your eyes at that very moment. Some characters seem like they come from wildly different games. So I wonder: why couldn’t all of the effort have been spent here and on creating a satisfying world? The environmental storytelling is there, but it never quite leads anywhere. It is clearly visible that this is where all of the time and money went. The bosses are a joy to fight, and are all immensely interesting mechanically. They provide little to no context: The story ultimately falls flat to me and its message seems last-second and deflated. It also wants to tell its story through elaborate notes, but a lot of them are not written the best, and I even found one duplicate note. I chose the aggression one, and it was a solid way to play, but it still leaves me wondering if a whole, semi-elaborate skill tree system isn’t quite past the scope of this 5-6 hour experience. There are three skill trees: one that is all about aggression, one that is all about counterattacks and one that is all about defense. The game has an identity crisis: It wants to be Dark Souls, and thus, an RPG, but it only has about nine bosses (and 3 bosses from the free DLC), with each one granting one skill point. For all that Fallen Flag Studio set out to do here, however, it falls a bit short on most fronts, sans visuals and music. ReviewEldest Souls sets out to do many things, and it is definitely a valiant and commendable effort, in spite of what I am about to say. Slightly finnicky hitboxes (especially during the one platforming section) Skill point unassignment should have a confirmation screen, I ended up having to painfully respec, one-by-one like four times during my playthrough. Obtuse quest design (also just feels unnecessary in a boss rush game in general) Odd, last second attempt at didactic storytelling Active Shard attacks (R2) kept getting stuck on nothing in some boss fights, thus consuming the charge, but not properly activating Dodge seems a little inconsistent (sometimes you dodge into an enemy, and your character genuinely dodges, other times he just stands there, even though you have stamina – the timing in general seems a little off somehow) Got stuck in a wall mutliple times during one of the bosses ( The Rejected Daughter) No Pause feature (A thing I despise in Dark Souls’ offline mode as well, and this game doesn’t even have any online functionality that could half-explain this glaring oversight) CON- Typos, extra spaces, weird sentence structures in the notes strewn about the world
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