The producers of DUSK and the creators of Return of the Triad invite you to embark
upon an UNREAL new FPS adventure:
SEVEN distinct episodes each featuring a completely different setting and enemies
LUDICROUS magical weaponry that can be overcharged with the souls of the dead
ENDLESS H...
Quite interesting worlds to explore. Really nice to have a game which lets you walk on/access pretty much every visible edge and surface reachable; no nasty invisible walls here! Theres a lot of varying themes including ancient mythology, sci-fi dystopias, and Lovecraftian horror. Overall there's a very magical and mythological atmosphere throughout most of the game. Some really nice suprises along the way to change things up and bring refreshment to the experience, mostly in terms of level design and interaction with the level. Neat effects and almost overwhelming surroundings sometimes, but in a positive way. The ray tracing plays an important immersive part; a big plus for incorporating this technology!
The weapons are surprisinlgy interesting. One of which summons a black hole; how cool is that?! I like that there's several useful ranged weapons. This allows for classig, ranged, circle strafing combat.
The enemies are usually as fast/almost as fast as the player; in other words the combat is rapid and straight forward. No disruptive combos or finishing moves/execution moves, thank God. It would be a plus if the enemy designs held a bit more personality and charachter, and their attacks would be more memorable.
Player movement is delightfully fast and smooth. One complaint: the floaty movement makes platforming a bit annoying sometimes when precision is needed, though fortunately the player isn't too often subjected to such critical platforming.
The sountracks of today tend to be comparatively less memorable to soundtracks of the old days. Although not as memorable as the sountrack of Hexen/Heretic, Amid Evil's score is on the better side, and I was positively surprised by its arrangements and melodiousness.
Amidst its quality in entertainment and indestructable mechanics you cannot fault amid evil very much. Though you can say the levels are a bit tight, it gets you tight in a corner some and it tightens you up against playing other games in the ilk ;) The madness and all the reception of this game and its descriptions mounts the walls with all the words you can say in any class act. The composition is well planned in front and enemies pressed on you immeasurably, the effects all there where it is considered in place for you to receive the planet of worlds given substances. The mission all enthralling, lacking sentence and gaining rehabilitation, as you get to the conclusion you can immense yourself into its gloss and bake-lite where there is no place for bed time stories with high respects in attitude.
It looks like the team knew where it was going with the direction and effects, there networking and embracement of the coup culture it does feel thorough through forth. The God-like powers it exudes max in all its colours and textures pervading into the 6th generation of cgi and virtuous control systems overload, the lack of need to give perfection in modelling as immense as possible gets this game its niche power housing in system joinery through to advanced placatibility rather than styling en-mass and best lookings. Affording the look and smaller footprints there couldn't be a successor more allowed than what you could go to in the future past. The game is brilliant and presentable in high specs though not in detail of housing and performance of cradled larger steps of hardware in live-it-up with possession peoples...
...it holds greatly in worlds maddening previous gen-i-tive! 5/5
I absolutely loved this game. Combat is fast and fluid and all weapons are useful. Each weapon has an ultimate alternate fire bound to the right mouse click. I had to bind it to another key because I always accidentally right click and once it's activated you can't turn it off until you have collected the resource to retrigger it. Should have been bound to another key by default.
Each episode is unique and has a theme, even the enemies are unique to that episode only. The game is beautiful and the sound is absolutely amazing. Turn the music up...way up.
I played on hard (didn't know about evil until afterwards) but there were some spots that were meant to be challenging but due to some issues with the AI they were trivialized. There are a few main highlights I want to point out:
1. There was a level where a new powerful enemy is introduced. Further in the level you open a door and another one is found...and it just sat there. I shot it but it didn't move. I was able to just snipe it comfortably from a distance. Every other enemy will run towards you if you shoot it, no matter how far you are from it. This one didn't, and it actually happened multiple times with that specific enemy in different parts of the episode.
2. Most levels have a lot of platforming which can be a blessing and a curse, making some of the combat challenging but not impossible (no fall damage). It's one thing to strategically blow enemies off a platform so they can't get back to you...it's another when they just walk off and you just watch it happen. Some enemies can jump and can find their way back to you but most can't or won't.
3. The final boss has a major flaw in it's design and I accidentally found it on my second try. The boss fight has a gimmick. I exploited the gimmick, made him use his worst attack, and stood in a spot where he always missed and I could shoot him indefinitely. I literally didn't move until phase two. Did it again on evil difficulty, so it's a design flaw.
The game is one of the better creations of the new "retro/boomer shooter genre. Belonging alongside greats like Dusk. However some levels overstay their welcome and the later quarter of the game relies a bit too much on platforming.
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