The main conflict is between large rat-like creatures called Ratkins and their oppressive overlords, the Naboru. This will determine whether certain parties attack you or not. With each decision, you’ll raise the affinity of different characters’ opinions of you or political party. Each side character is distinct and memorable. The story is interesting enough, as you try to uncover your origin and untangle the power struggle happening around you. I quickly found that my leveling strategies were to fully unlock the requirements for all the equipment I was picking up. At these weigh stations you can hop into another player’s game instance, level up your equipment, and increase the stats of your character. Nevertheless, you press on to the next hub and save-state. Most of the weapons feel the same, most of the enemies feel the same, most of the times dying when you hit the dodge button feels all too familiar. In this iteration of the familiar design, the combat feels a mile wide but an inch deep. Winding your way through Byzantine corridors to find your next tech hub (bonfire) is only fun if the combat feels fair. While there are bosses to shake up the formula, it’s clear the game borrowed the level design of the Dark Souls franchise, not unlike a multitude of other titles. While there’s plenty of enemy types, they all kinda feel like the same enemy. While the game has no shortage of enemy types, weapons, armor, and stat sheets, I found that brute forcing a strength-build in order to brute force my way through the story. The gameplay wants to be deeper than it is. It was fun to compare notes and see just how differently a single decision we made gave us different outcomes. While playing through the tutorial, I compared notes with my co-reviewer’s experience and decisions and found that we each went about playing through the opening chapters very differently. Think the Witcher, if it was on an alien planet and you were stepping out of an Arther C. The mysterious message from an AI who knows more than you do sets you on your way to uncover your high-tech origins of humanity in a Middle Ages, alien world you now occupy. A mysterious high-tech belt grants your regeneration, but no explanations. You start your adventure by being gutted to death, receiving a mysterious message from a floating head, and then waking up in an alien medieval world. It’s a tall order from a small team for their first project and while the game has solid design, the execution leaves much to be desired. This is their first game and the studio aims to release an epic adventure that has a flexible, self-selecting narrative design. The team aimed high for a 3rd-person, action-adventure game that has a choice-based story and soul-like level design. The Last Oricru is coming this year to PC Steam and consoles.The Last Oricru is the first project to come out of the Prague-based studio Goldknights and the team is comprised of about 40-headcount between Europe and the US. The short play session may not do it all justice, but the co-op may pique the interest of genre fans. We die a lot, and have to pick up all the same loot again, and fight the same rat dudes we just defeated. Though they’re not fruitful in a short demo session, these would include things like allying with one human outfit against another, or breaking allegiances with certain characters that may ultimately lead to them turning on you in battle.Īnd it’s all presented as a Souls-like, which means that the challenge is ratcheted up and the battles against the larger enemies and bosses can sometimes be brutal. Playing alone doesn’t give you some of those fun, destructive multiplayer benefits, but it does let you have choice-based plot adjustments. It’s very satisfying to take down a row of giant rat men all at once, I have to admit.Ĭo-op may very well be the way to go with Oricru. At one point we equip a sort of lightning rod staff, allowing the main player to connect to me with huge electric bolt that decimates any enemies in the path between us. The advantages of going co-op are almost immediate, as battles are more manageable and bonuses and stat progressions work for both of us at the same time. As a hologram I can die endlessly and the main player only needs to run over and revive me - unless they’re in a heated battle or preoccupied and can’t reach me in time, after which I respawn alllll the way back at the beginning of an area, sometimes taking a few minutes to get back to where we were previously. There’s a sci-fi twist to the narrative that we don’t get into too much in the demo, but suffice it to say that the medieval world is not exactly as it seems. Playing alongside Tobias, one of the development team, I’m in the game as a 2nd Player hologram. That’s where, in this demo, the game really tries to get us to understand the value of its co-op.
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