Unto The End
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Demo auf Steam verfügbar!
Über das Spiel

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
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Death is inevitable
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬-▬▬▬▬▬▬▬▬▬▬-< 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. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬-▬▬▬▬▬▬▬▬▬▬-<Rating: Outstanding
Click here for the complete Rating ChartHit |
Miss |
[/tr]
---|---|
✔️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 | [/tr]
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=2362650865Stark 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=2362610438Technical
????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
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬-▬▬▬▬▬▬▬▬▬▬-< 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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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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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