Unto The End
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Über das Spiel

Situationen erkennen und reagieren: Bei diesem einzigartigen Kampfsystem geht es Können und um das Meistern von Situationen. Es wurde extra für 2D von Grund auf neu entwickelt. In Einzel- und Gruppenkämpfen musst du Köpfchen beweisen und dein Schwert und deine Fernkampfwaffen taktisch einsetzen.
Detaillierte, ausgeklügelte Begegnungen: Das Abenteuer entfaltet sich durch raffinierte Begegnungen und intelligente, würdige Gegnern, die eigene Motivationen und ihren eigenen Platz in der Welt haben.
Spielergeschick im Mittelpunkt:Eine herausfordernde Einzelspielererfahrung, die nicht viel Handhabung erfordert. Alle Fähigkeiten des Vaters stehen von Anfang an zur Verfügung. Du musst sie nur noch meistern. Zusammen mit einer guten Beobachtungsgabe für deine Umgebung sind sie der Schlüssel zum Überleben und Erfolg.
Unerbittliches Terrain: Deine Reise führt dich von unterirdischen Höhlenruinen bis hin zu rauen Bergspitzen. Auf deinem Weg durch eine Welt detaillierter Landschaften musst du Gefahren deiner Umgebung und tödliche Fallen überwinden.
Systemanforderungen
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: Intel Core 2 Quad Q6600 @ 2.4 GHz, AMD FX 8120 @ 3.1 GHz
- GFX: NVIDIA GT 630 / 650m, AMD Radeon HD6570 or equivalent
- RAM: 4 GB RAM
- Software: Windows 7 or later
- HD: 3 GB verfügbarer Speicherplatz
- SFX: 100% DirectX 9.0c compatible sound card
- DX: Version 9.0c
- LANG: Deutsch, Englisch, Französisch, Italienisch, Spanisch
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: Intel i7 920 @ 2.7 GHz, AMD Phenom II 945 @ 3.0 GHz
- GFX: NVIDIA GTX 660, Radeon R9-270
- RAM: 8 GB RAM
- Software: Windows 8/10 (64-bit OS required)
- HD: 3 GB verfügbarer Speicherplatz
- SFX: 100% DirectX 9.0c compatible sound card
- DX: Version 9.0c
- LANG: Deutsch, Englisch, Französisch, Italienisch, Spanisch
Steam Nutzer-Reviews
Empfohlen
417 Std. insgesamt
Verfasst: 04.05.21 08:21
https://steamcommunity.com/sharedfiles/filedetails/?id=2475981383
POSITIVES
+ nordisch mythologisches Setting
+ toller und perfekt zum Spiel passender Grafikstil
+ stimmungsvolle Soundeffekte und Geräusche
+ bedrohliche Atmosphäre und unbehagliche Areale
+ ins Spiel integriertes Tutorial (man erinnert sich bei der Rast am Lagerfeuer an Zweikämpfe mit seiner Frau)
+ lichtspendende Fackel sorgt dafür dass man nie genau weiß was am Rande des Lichtgreises lauern mag
+ intuitives aber dennoch forderndes Kampfsystem mit hohen und tiefen Angriffen und ebensolchen Blocks, Ducken, Ausweichrolle, Anrempeln, Dolchstoß und Dolchwurf, Konterangriffen und Finten (die letzten beiden habe ich jedoch kaum genutzt bzw. nicht benötigt)
+ man kann während einem Kampf sein Schwert verlieren
+ Rüstung kann durch Crafting verbessert werden; jedoch wird diese durch gegnerische Treffer auch permanent zerstört, wenn man sie nicht rechtzeitig am Lagerfeuer wieder repariert (was auch Ressourcen kostet)
+ archaische Fallen weshalb man sehr vorsichtig vorgehen und sehr genau auf die Umgebung achten sollte
+ man kann langsam Verbluten was mit Kräutern verlangsamt oder am Lagerfeuer gestoppt werden kann (sorgt für zusätzliche Spannung und den Willen bloß nicht getroffen zu werden)
+ manchen vermeintlichen Gegnern kann man auch Dinge darbieten, so dass man nicht gegen diese Kämpfen muss oder sogar etwas im Tausch von diesen bekommt
+ fordernde Bosskämpfe
+ geheime Verstecke
+ relativ gut gesetzte automatisch gesetzte Speicherpunkte
https://steamcommunity.com/sharedfiles/filedetails/?id=2476022305
NEGATIVES
- Tastensteuerung nicht umstellbar (Versuch mal die Interaktionstaste „E“ zu drücken wenn man mit den Pfeiltasten spielt, letztere kann man aber auch nutzen)
- nur das Schwert als Nahkampfwaffe (da hätte ich mir noch so Sachen wie eine Keule, eine kurze aber kräftige Axt, oder einen weitreichenden Speer gewünscht)
- wenig Rätsel
- keine wirklich fordernden Sprung- oder Klettereinlagen
- sehr kurze Spielzeit von etwa 2-4 Stunden
https://steamcommunity.com/sharedfiles/filedetails/?id=2476166020
FAZIT
Unto The End, von Ende 2020, ist ein Jump&Run mit Schwerpunkt auf Nahkämpfen statt auf Sprunggeschick und Rätsel. Man spielt einen Vater (keinen Superhelden), der auf der Jagd in ein unterirdisches Höhlensystem einbricht und ab da einfach nur wieder versucht zurück zu seiner Familie zu kommen.
Das Spiel ist echt schwer, da jeder Standart-Gegner bereits eine Herausforderung darstellen kann, wodurch aber auch jeder Sieg triumphierend und motivierend wirkt. Am besten zitiert man hier das Spiel selbst:
„Unto the End ist anders. Vergiss deine Erwartungen und Vermutungen. Der Kampf ist gründlich durchdacht. Du kannst dein Schwert verlieren, dir können die Vorräte ausgehen und du kannst verbluten. Erkennen, reagieren und ruhig bleiben ist überlebensnotwendig.“
Alle Kampfmanöver stehen einem bereits von Beginn an zur Verfügung, mit denen man sich auf neue Gegner einstellen muss. Dabei kann man schon nach zwei bis drei Treffern das Zeitliche segnen. Das Terrain reicht von verschneiter Winterlandschaft, zu unterirdischen Höhlenruinen bis hin zu rauen Bergspitzen.
Der Herausforderungsgrad ist sehr knackig, aber nie unfair. Die wenigen Frustmomente (2. Troll) wiegen weit weniger als das stets motivierende Weiterkommen. Wenn ich scheiterte war ich daran stets selbst schuld. Positiv überrascht hat mich auch die Möglichkeit stellenweise gewaltlosen Vorgehens wodurch man Kämpfe, ja sogar den ein oder anderen Bosskampf umgehen kann, wenn man sich raffiniert anstellt und seinem Gegenüber das Richtige anbietet.
Als Vergleich würde ich die beiden sehr guten Spiele Limbo oder Inside nennen auch wenn diese andere Schwerpunkte haben. Unto The End war zwar kurz aber intensiv und sehr gut, weshalb ich das Spiel nur empfehlen kann.
Wenn ihr an weiteren Reviews von mir interessiert seid, dann folgt meiner Gruppe.
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274 Std. insgesamt
Verfasst: 14.02.21 17:21
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671 Std. insgesamt
Verfasst: 18.12.20 17:19
Problems by blocking (to much knockback) big delay while fighting and an not really good tutorial.
It need to be improved, for Keyboard and Mouse, atleast i played with that. The Char is to clunky, and in some close qaurter fights, you cant see the attack after goten pushed back, several times while blocking.
So nah, dont buy it for over 20 bucks. Wait for Sale or improvement.
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138 Std. insgesamt
Verfasst: 12.12.20 10:44
Wobei hier auch der Kampf eine wichtige Rolle spielt.
Dabei muss man schon sehr reaktionsschnell sein und die Gegner machen es einen oft nicht einfach.
Etwas Routine und Kenntnisse über den Gegner helfen, um erfolgreich aus dem Kampf hervor zu gehen.
Ersteindruck ist jedenfalls sehr gut und Preis-/Leistung ist absolut ok.
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Nicht Empfohlen
100 Std. insgesamt
Verfasst: 10.12.20 10:05
Kommen wir zunächst zu den positiven Aspekten: Tolle Grafik, sehr gute Beleuchtung, sehr stimmungsvoll. Grade in den Höhlen kommt Unbehagen auf. Der Grafikstil ist ohne jeden Zweifel erhaben. Die Ausgangsstuation der Geschichte macht neugierig.
Gefallen hat mir auch die spielerische Freiheit, Interaktionen friedlich durch Tauschgeschäfte oder gewaltsam durch kämpferische Auseinandersetzungen zu lösen. Die Tatsache, dass man im Spiel langsam verbluten kann, gibt dem Spiel eine zusätzliche Komponente, die Spannung erzeugt.
Negativ - und dieser Punkt wiegt schwer - ist das aus meiner Sicht extrem sperrige und überladene Kampfsystem. Hier kommt schnell Frust auf, da man blitzschnell reagieren muss, da der Held bereits nach 3 Gegnerattacken das Zeitliche segnet. Eine Taste zum Blocken statt zwei Bewegungsrichtungen (hoher und tiefer Block) mit dem linken Joystick hätte dem Spiel gut getan. Das Abrollen liefert keinen Vorteil, da die Gegner dranbleiben und sofort nachsetzen, selbst wenn ein Richtungswechsel vollzogen wurde. Es fühlt sich einfach wie Arbeit an, was mir persönlich überhaupt nicht zusagt. Grade so ein Spiel sollte intuitiv von der Hand gehen.
Etwas irritiert hat mich die Distanz des Helden zu seiner eigenen Familie. Zum Abschied hätte ich mir statt Winke, Winke eine Umarmung gewünscht. Auch am Feuer in einer Rückblende sitzt der Held räumlich getrennt am Feuer, während Frau und Kind nebeneinander sitzen. Mein Eindruck: keine emotionale Nähe innerhalb der Familie, was ich als störend empfand.
Alles in allem, ein Spiel mit wunderbarer Verpackung aber schlechtem Inhalt. Ich habe mir tatsächlich im Vorfeld mehr erhofft.
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179 Std. insgesamt
Verfasst: 29.03.22 02:55
Ok so I haven't played much of this game yet, but I want to very specifically counter a common complaint in some negative reviews
The enemy AI does NOT cheat, and it is NOT unreactable.
What people who have left these reviews describe is part of the combo system, enemies have combos they do and you cannot interrupt them consistently. You're supposed to block their combo, or dodge a high attack, using the shoulder check or the knife are not consistent combo breakers because...that's not how the combat system work. The game tells you this if you go through the tutorial. Those reviewers are being stubborn about how they think the game SHOULD play instead of just learning the combat system, and it's kinda frustrating.
As far as reacting to the combos go, you can use a timer to count the startup, most wind up animations are pushing half a second in length. Average visual reaction time is 140 ms, or .14 seconds. You have nearly triple that to react, you can do it.
My reactions are below average by a long shot, and I can react to all the tells I've seen in game, and I've even looked up late game enemies online and can react to their tells just fine.
I'll update my review if my opinion changes, but at least for now the game is tense, gorgeous, and has a really thought provoking combat system I am enjoying learning and strategizing around. Will definitely play more, and I definitely think it deserves a higher rating
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397 Std. insgesamt
Verfasst: 19.12.21 19:44
I've played much harder games (Rainworld for example) and I've played much easier. I'm disappointed by some of the top reviews on this game, complaining about the combat.
Once you get into the momentum of a good fight, it's extremely rewarding. Easily some of the best combat I've ever experienced in a 2D game. You're trading blows with your opponent, and sometimes come back from the brink of death to deal a finishing blow. It's spectacular. Your moves carry weight, momentum, and can stun you, and making the wrong move at the wrong time can be a death sentence.
One contention with the game is the shoulder charge constantly being dodged by opponents. But this mechanic is extremely useful when someone is jumping at you, looking to bring their blade down on your skull. Your opponents move will knock your sword from your hand if you try to block it, but if you shoulder charge into them, they will be forced to stop their attack and dodge. It's easy to get frustrated when a move doesn't do what you want it to, but if you take a step back you may find another use for it.
Another issue is the time to decide whether to block high or low. Some enemies have move sets that make it easy to distinguish, others not so much. Dodging is the best course of action against these enemies. Block the attacks you can, and dodge/charge the ones you can't. Getting in quick, low jabs and staying out of your enemies reach is a good approach. Blocking also has a function on the controller, where if you are blocking low, but want to block high at the last second or so, you can. Simply move the stick up as you read the attack.
Lastly, reaction time is important. You have to react quickly, and if you can't then you may need to adjust the settings.
I fucking love this game. I'm so disappointed others don't feel the same way. I feel like a legend when I wreck some cocky monsters shit, it's like two seasoned warriors have stumbled upon each other and battle just to see who's better. I've spoken to the Dev on discord and they were very helpful and they should be proud of what they accomplished with this game. It's truly a work of art.
10/10 easy game
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5 Std. insgesamt
Verfasst: 29.11.21 19:25
The game is different because you get to choose either to spare or kill anyone on your way. The combat is difficult though, you can die very easily or you can kill your enemy very easy if you do the right move.
I'd recommend Unto the End to those who seek for a different experience in a platformer game.
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505 Std. insgesamt
Verfasst: 24.11.21 23:40
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240 Std. insgesamt
Verfasst: 11.11.21 19:40
As for my problem with it, (and i know im not the first to say) its pretty short, and for how short the game is it definitely can't be worth 20£/$ unless you wait for a sale like i did. Other than replaying the story a couple times for a character skin change, there really is no other pull for replay ability, perhaps if its story was a bit longer or even had separate side story where you played different characters (like an orc or something) it would have felt more like a game and less like a slightly long demo. I enjoyed its combat mechanics and loved the simple line-less art-style, its bosses were fun (favourite boss is easily the deer wielding yeti) thumbs up to the DVS for trying something new.
Overall i do recommend this game for those who want to try a short or challenging combat game, but people who are looking for story or replay value will probably feel like the wasted money.
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507 Std. insgesamt
Verfasst: 15.10.21 06:34
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216 Std. insgesamt
Verfasst: 07.07.21 20:44
- The ambience is great.
- I really loved the traps.
- Game always guides you and shows you how to act and where to learn. Simple enough
- The time when you go for the 5th time to fight with the same enemy reminds me of the Dark Souls. You will become so much stronger and after that you will kill any enemy for less than a minute.
The journey awaits. The question is simple - are you ready to accept it?
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561 Std. insgesamt
Verfasst: 18.05.21 16:48
Yes, the game is rather short, but the adventure it offers is worth it.
Yes, the fighting system is unfairly balanced. BUT THAT's THE IDEA!
As a fencer, i'm always on the lookout for good swordplay games with smart systems that offer the joy of attack and parry play. And this one delivers. It's tough, it's fast, but IT'S DOABLE as long as you stay calm and observant.
THIS GAME IS WHAT IT PROMISES TO BE on its intro screen.
And the contract is there, respected.
Think Rain World, but with a dynamic sword play system, and you'll get it.
I just wish it was as long as Rain World, my only regret.
But i happily return to it, just for the sword fights.
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964 Std. insgesamt
Verfasst: 21.02.21 13:12
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224 Std. insgesamt
Verfasst: 15.02.21 17:40
However, the combat and movement is just broken. It's clunky and awkward. I found myself frustrated more than happy playing. The game is also extremely short making it not worth the $25 price tag. I felt like the world they showed us was just scratching the surface of what they had created. It could have been expanded on greatly providing many more hours of game play.
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546 Std. insgesamt
Verfasst: 09.02.21 03:58
It's a great game. Your first playthrough will probably be about two hours, which may seem short, but the game is actually the perfect length [spoiler]considering that the game is truly meant to be played in gray beard mode where you only have one life[/spoiler].
[spoiler]That said, in my opinion you have not truly completed this game until you've completed gray beard mode. Trust me on this, the first two playthroughs are there to train you on how to play the game. Then it's for real. I actually did four playthroughs on red beard mode to figure out how I wanted to approach the game in gray beard mode and actually completed gray beard mode on my first try. I say this both to boast and to make it clear that if it seems like completing the game without dying is a daunting task, it is very doable.[/spoiler]
I will address the combat. It is insane. Enemies react far too quickly... Sort of. What I found was that the enemies you can skip are the ones that react really fast. The enemies that you have to defeat to complete the game take some getting used to, but can be taken care of easily with enough practice. I completely understand the criticism that this game gets for it's combat but really it's just the type of thing you have to learn, and most combat is avoidable, especially in the second half of the game. I understand there is a mode that slows down combat. I never tried it, but that is there to help you as well if you need it.
This game is reminiscent of the early Nintendo games where a lot of the game involves memorization, and that might be something that newer gamers aren't used to. It takes practice and learning from your mistakes and you can do it.
In conclusion, I'd say try it if you like any kind of a challenge. It's also got great visuals and sound design to match.
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498 Std. insgesamt
Verfasst: 08.02.21 20:21
Visuals and sound is beautiful, the atmosphere amazing, the combat is satisfying and 'weighty. Important to understand that the combat is very challenging and you will die multiple times, but once you get into the rhythm of the game, you are in for a gaming experience like no other.
You can feel the love and attention that has poured into the game and with each playthrough (currently done my 4th) you unlock subtle little details of the world that has been created.
A little masterpiece!!
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231 Std. insgesamt
Verfasst: 07.02.21 01:07
Beautiful graphics, sounds and flow.
I would highly recommend this game to anyone.
A lot of hidden details you find out playing through the game that makes you want to rerun to see if it play out any different.
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816 Std. insgesamt
Verfasst: 03.02.21 09:28
Death is inevitable
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Unto The End (UTE) is a cinematic platformer that like several other indies rakes in uniqueness and originality. The main focus is the challenging combat that has excellent nuance. It doesn’t have much of a setup nor does it try and hold your hand at all. I should also address the storyline or rather, lack thereof. All that is shown is a Father leaves his family to presumably go on a hunting expedition. Of course, it isn’t long before he gets into trouble and players must aid him through an unrelenting frozen wasteland to return to his home.
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Rating: Outstanding
Click here for the complete Rating Chart
Hit |
Miss |
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✔️Combat has excellent nuance ✔️Pacing between battles and peaceful moments are adequate ✔️You can choose to avoid conflict when given the opportunity therefor, altering the ending ✔️Wide range of locations and weather conditions. Effective use of lightning ✔️Sound design and music is subtle but builds up in the right places to create a catchy atmosphere |
❌Punishingly difficult ❌The lack of an engaging story doesn't motivate players to push through the game ❌Enemy animations are hard to read at times. Their instantaneous reactions along with some bugs tend to make combat unfair ❌Abilities like shoulder bash and feint aren't as effective as when used in sparring ❌Short length for the price tag |
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Where it gets crazy
UTE sets a high bar for itself right at the start by saying this game is different. And it delivers. Combat is brutal and most fights will end with just a few hits. You can’t spam buttons to cut through monsters, as that will make you vulnerable. Instead, observation and perseverance are vital. Opponents come in a variety of shapes and sizes, and they each have differing battle tactics that help keep things fresh. Fighting also has a steep learning curve as players can do light and heavy attacks, feint at an enemy, bash them with their shoulder, dodge roll, and even throw their dagger or spear.
Most fights will only involve one or two enemies but keeping an eye on each one and learning when to strike is the key. It’s not numbers that will overwhelm you here, but rather that they don't have set pattern attacks. You must learn how they will strike depending on their poses. Even then in some cases, you need to be quick to change how you are blocking, or duck and roll out of the fray. As you get used to the system, some fights will feel easier but the game is never without challenge for long. Some fights can be even unfair but the game does have an assist setting that slows enemy attacks down so you have more time to read and react.
https://steamcommunity.com/sharedfiles/filedetails/?id=2362619972
With the punishing combat into account, dying is commonplace. However, UTE offers frequent checkpoints under one condition and that is if you're uninjured. If not so, there are multiple ways to heal. Crafting a potion from collected herbs and tending to Father's wounds at a campfire will bring him back to full health. Although, there will be stretches where he has already used a potion and there is no access to a campfire. Eating herbs will slow the bleeding, but it won't open checkpoints back up. Other items such as leather, sticks, and bones can be gathered as well to make torches or armor improvements.
There will be times when he can avoid conflict altogether. When he comes across these creatures, something as simple as sheathing your sword and offering up the correct item can grant him a brief friendship, whereas the wrong item can end in a fight. He can’t avoid every fight like this but it’s nice that the world isn’t against him all the time.
https://steamcommunity.com/sharedfiles/filedetails/?id=2362650865
Stark minimalism
Visuals
If I was to describe the overall visuals of UTE in a single word, the first that comes to mind is minimalistic. The minimalism has been merged with a wide range of locations and weather conditions. Another strong point is the lightning which helps to set an ominous mood throughout this death march.
Sounds
The sound design does a solid job of creating the atmosphere. Everything from the sounds of water dripping from the ceiling to snow crunching underfoot and the breath of Father works well at drawing you in. The music is subtle but builds up in the right places to create a catchy atmosphere.
https://steamcommunity.com/sharedfiles/filedetails/?id=2362610438
Technical
????Specs????
GTX1050 2GB - Athlon II X4 645 - 8GB DDR3 RAM
The game uses about 60% of VRAM at 1680x1050 60 FPS.
????Bugs & Issues????
- Issues like checkpoints saving an incorrect state of the game or enemies blocking every single of Father's attacks. However, They appeared only a few times and were fixed by restarting the game
The bottom line
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UTE is wonderfully minimalist with nuanced combat. While I enjoyed mastering the fights, it's unforgiving and can get frustrating to some folks. Each failure teaches the player more about the mechanics and the result is a satisfying experience, even though it finishes before you put what you've learned to more use.
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339 Std. insgesamt
Verfasst: 01.02.21 17:13
They should had used 75% and 50%. I guess they went for 50% and 25% speed because they were extremely fed up with all the complains.
MY only complaint, the 3 endings are shitty. Even for a short game, a little more effort next time.
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66 Std. insgesamt
Verfasst: 22.01.21 22:16
i recommend it to people who either know what they are getting into or who want to play something radically different than what is currently popular!
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214 Std. insgesamt
Verfasst: 19.01.21 21:31
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295 Std. insgesamt
Verfasst: 14.01.21 10:08
But it is so annoying to play! No map, always dark, not really responsive control. Movement glitches and unresponsive control is especially painful in a game when everyone can one-shot you.
The idea was great, and fights are great in some cases. But I'm really disappointed in the final product.
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369 Std. insgesamt
Verfasst: 19.12.20 02:49
P.S. Git gud doesn't work on me, I was born it, molded by it, you merely adopted it.
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253 Std. insgesamt
Verfasst: 14.12.20 18:17
In summary, I can recommend this game, even though it has a heavy price tag for how short it is (beaten in 4 hours) and the combat is decorated with frustrating imperfections, I found myself accepting the faults of the game since it was an impressionable experience.
Introduction
Unto The End is a 2D action platformer and is the debut release by 2 Ton Studios. You play as a nameless faceless father who goes out to hunt for food, only to have the land crumble below him, dropping him into a cavern full of enemies and characters alike that may help or hurt him on his journey home. The game features clean, high quality visuals, incredible sound design, and enough worldbuilding details to put the devil to bed.
The game will take you through a couple of different regions including forests, villages, and mountaintops where you’ll face both generic and unique enemies that would resemble bosses. All beatable, but with all their own patterns that need to be picked up in order to overcome them. However, you won’t have to fight everyone as there are some NPCs that are neutral and would rather have a gesture of peace, sometimes leading to an item that can help you on your quest.
When it comes to combat, the game operates in highs and lows in both strikes and blocking. In addition to those, there’s dodging, jumping, ducking, shoulder bashes, a throwing/stabbing dagger, and feints. Combined, these should allow you to overcome every foe with time, experience, and a dozen deaths at least. If you successfully block enough of an opponent's hits you’ll have a chance to hit them back with a specific type of strike called a riposte. You’ll also learn as the game goes on that your opponents don’t always follow the combat rules. If you find yourself having trouble, you can turn on Assist Mode in the options menu which will slow down the combat a little bit so you have more opportunity.
In addition to combat, there’s some self-management via the knapsack - you’ll pick up items in trade as well as items off of corpses and piles of supplies and trash. Also in the knapsack, you’ll be able to drink a crafted healing potion, light a torch which consumes a stick, and craft a bone dagger in case you lost the original one you had. You’re also able to eat herbs if you decide not to craft a potion out of them, which just slows your bleeding.
Speaking of damage, this game also features a minimalistic UI which is only visible in the Start Menu or the knapsack. There’s no health bar or stamina meter or anything of the sort - you’ll only be able to tell how you’re doing based on the amount of blood on your character, which is also featured on your enemies. While you can heal these with the healing potions, you can only craft these at the uncommon campfires. While also at campfires, you can repair, craft, or upgrade armor and heal your wounds at the cost of no resources. There’s also the ability to spar with a memory of your partner if you need help warming up.
I think I’ve covered the foundation, so let’s move into the things I enjoyed.
The Good
The thing I enjoyed the most was the game’s art direction, both visually and audibly. The landscapes, characters, and objects are all well designed. The effects that they give off compliment them well; the sparks from striking a hard object, or the embers from a torch as you walk through the dark cave. To compliment the visuals, the sound design is just as great; I originally thought it to be strange that music wasn’t predominant, but I began to appreciate that as I picked up on all the other sounds the game produced. The game has features a small handful of sound cues that help you, but there’s a lot of flavor to some of the others like the labored breathing of the character, or the cue of an upcoming riposte.
Another thing I enjoyed is the progression or the reward of defeating formidable foes. Not to be confused with combat, since I have my own separate thoughts on that, but the achievement of overcoming your foes feels great. It has its own sound cue which is incredibly satisfying after getting your face kicked in for the last twenty minutes. In addition, there’s also plenty of opportunities to trick enemies into hurting each other if you’ve found yourself in an uneven battle which feels great to pull off.
Lastly, I appreciate the details when it comes to interacting with neutral and peaceful NPCs. While you can trade and offer things to NPCs, there are some other characters who’re in some life-or-death situations. In most games, you would have absolutely no capability in helping them, but in Unto the End, you have small windows of opportunities to make a difference. While I’m unsure if this actually brings anything to the overall ending, I appreciate the ability to make an impact in the little fictional storyline.
Now that I’ve covered the good, let’s talk about the things I liked a little less.
The Ungood
So I have two main topics that end up touching some of the others by relation. The first is the knapsack - I played on a PS4 controller on DS4 Windows software. Every once in awhile, my knapsack would no longer respond (to the “Share” button on the controller). If this happened, I had to close and re-open the game. While this isn’t gamebreaking it can be highly convenient, and it even exposed a problem with the save system.
While the save system is pretty linear -- one slot with auto-saving only it seems, there was a part where I had picked up a spear and went to a nearby campfire that had some NPCs. I wanted to try and trade something to the NPCs but my knapsack wouldn’t open, and after reloading the game the NPCs and the spear were gone. Unfortunately since there’s only one save slot, I had to just press on, but it was disappointing to see that happen.
Like many others, combat had some frustrating parts to it. My main gripe was particularly with feigning attacks -- it never worked for me. I tried it several times but always ended up just getting hit by the enemy. I realized that even if I was feigning, I’d rather just try and do a shoulder bash for the knockdown effect which made me question feigning’s overall use. Speaking of the shoulder bash, that leads me to my next point.
There is a shoulder-bash combo exploit for regular-sized opponents. Essentially, you can chain together a knockdown with a hit until they randomly block from prone or you push them into a wall. Now, you don’t have to take advantage of this, but if you’re upset with your current obstacle maybe it’s a solution for you until it gets patched. I only did this to three enemies to test for consistency before stopping since it detracted from the experience.
All-in-all, combat has its own problems like enemies perfectly blocking or dodging almost all of your shoulder bashes which just seems unordinary. It’s unfortunate that it seems like even you throwing a mixup has nearly zero chance of hitting because it shoe horns combat into going into relying on riposting for success.
The End
That’s all the character count I’ve got room for - if you're wary of the content, at least wait for a sale. I think the game is worth experiencing if you are a fan of the things I thought were great in this review.
If you’re into curator groups, we have one of those. [i]Did you like this written review? Watch the video review which does have some different coverage not talked about here: https://youtu.be/Lw3FxfS3fQI
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244 Std. insgesamt
Verfasst: 12.12.20 00:34
I can appreciate that the combat system is meant to emphasize the deadliness of the game world and to make the fights seem like desperate battles for survival. At its best the game delivers on that vision perfectly. Ultimately the game failed to motivate me to push through the difficult battles - the story did not grab me, nor was the exploration particularly engaging. It wasn't that I was dying much, it was that I didn't care to spend time bashing my head against an enemy over and over again just for the sake of being able to spend more time doing that on the next enemy.
While I would not recommend this game to most, it might just be the game for some cinematic platformer enthusiasts out there.
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372 Std. insgesamt
Verfasst: 10.12.20 17:19
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Release:09.12.2020
Genre:
Action-Adventure
Entwickler:
Stephen & Sara
Vertrieb:
Stephen & Sara
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel