Necropolis - Review

    Necropolis - Review

    During the algebra lessons done in middle and high school we were taught that multiplying two positive values, the result always remains positive. Unfortunately in the videogame field, when it comes to genres and foundations, this rule does not work, and Necropolis it is concrete proof of this. The whole review should start with the question: how can a title, inspired and generated by two genres of great fashion at the moment, be so full of errors? How is it possible to start with excellent premises and instead get to complete everything with a slight superficiality? Necropolis lays its foundations on two well-established pillars, namely i soulslike (titles such as Dark Souls and Bloodborne, which base all the combatplay on a system consisting of a life bar, stamina bar and with light and heavy attacks that consume a part of them) and roguelike (procedurally generated dungeon titles). But just as to make a beautiful shooter it is not enough to be inspired by DOOM, the same thing goes for creating a game that blends two very particular gameplay: hybrids, if badly elaborated, tend to become problematic, and in a world like that of gaming just video game has some problems, it is immediately relegated to oblivion.



    Necropolis - ReviewThe title features really well-crafted low poly graphics: what was done wrong, on the other hand, is part of the art direction: mainly the study of the script and the characters. The differentiation of the locations and the various enemies is almost non-existent, and creates a sort of "infinite loop effect" in which you will find yourself in front of the same enemies, the same maps, and similar game elements. Moving towards naked and raw gameplay, we need to analyze two specific characteristics. First, a soulslike aims for all the "fun" of dying often and repeating sections of the game after learning the combat pattern. But how is it possible to replicate this feeling if, at each death, you start the game from the beginning? Also, in some battle sessions between you and some enemies, fighting will be annoying (and as in Dark Souls, a pad will dramatically improve your life). The atmosphere you will breathe during the fighting will be quite similar to that of Dark Souls, but avoiding that discovery of the enemies (hidden inside the strangest places), as the lights, masterfully studied to create a truly original scenic impact, however, they will ruin every minimal and possible experience of jump-scoring.



    Necropolis - ReviewAnother feature left out by the creators of Necropolis, which, however, is fundamental in this genre of games, is the differentiation of the equipment: you will find around few weapons, few shields and few objects, and all these will not have a great value in terms of improving your character, forcing you to base everything on your skills. On the other hand, however, each of these few objects will have a truly refined design studio, which with a few characteristic elements will be able to give a soul to each of these objects. A lance must be broken in favor of the developers who, quickly, got to work with free DLC, to expand the set of monsters, equipment and differentiate some locations. To accompany you throughout your journey there will be a voice that will speak directly to your character, often making fun (a bit like The Stanley Parable), but losing its effectiveness after a few minutes, becoming a simple background noise, more unpleasant than welcome. .


    Necropolis - ReviewBut if the game has all these big flaws (which we remember, in all likelihood, will be corrected shortly), what does it have in its soul to make it a playable title for fans of the genre? The multiplayer. The feature that, lately, is added more to please the various players, in this title turns out to be a cornerstone, perhaps the only one (in addition to the graphic style), allowing four players to be able to play a session together, significantly increasing the level tactical and technical necessary. In short, many errors are present, as I have already said, many will be corrected and as many will be left out, reducing everything to a simple concept: the basics, if studied in detail, could allow the creation of a particular title, unique in its kind and fun. for both soulslike and roguelike fans.


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