But the dash has a sneaky cooldown, which can sometimes bite you in the ass if you time it wrong. The emphasis is moving and shooting, including a dash. More the “enemies deal obscene damage chunks” brand of difficult. Lone Ruin is hard, but not in the bullet hell sense. I started my first few runs on Normal, thinking that’d ease me in. No fancy new names and terms, just classic gaming difficulties. The main campaign, if you will, has three standard difficulties: Easy, Medium and Hard. Admittedly, the majority has been Hades, so that’s not a good benchmark in difficulty terms. In that regard, Lone Ruin is no different, perhaps even harder than some I’ve played. It would be a bit rubbish if one could smash through it without experiencing and experimenting. It’s not exactly uncommon for rogue-likes to be difficult. Well, not just that… Nothing Comes Easy, Not Even Easy Mode I flitted between scythe and barrage, and sucked with both. If not-Death is feeling nice, there’ll be a perk attached to a random weapon to convince you to try it out. Each one has their own benefits and hindrances, it’s down to players to find their favourite. There’s more, but I don’t want to give away everything. There’s a barrage option, in which you charge and release several shots (the charge acting as a shield that does damage too). The Zelda enthusiasts can utilise a boomerang, which is bloody hard to throw and recall. For the purists, there’s a scythe to choose that acts closest to a sword. A finger gun, if you will.Īnd like a Bible belt gun fare, you’re not limited to one type of weapon. Our hero’s only equipped with a finger to point said magical weaponry and fire in that direction. There’s magic afoot, and with that, magical weaponry. Oh yes, there’s no sword and shield, obvious-Dark-Souls-comparison here, dear reader. Remember the “it’s dangerous to go alone, take this” moment from the first Legend of Zelda game? He’s that guy, offering up your magical arsenal options. Our androgynous hero is greeted by a non-trademarked Death, robe and all. Are there untold treasures at the top? The secrets of the universe, maybe? Well, your initial guess is as good as ours. With nought but a scarf and a determined scowl, you enter a lone ruin (ah, I get it now) with the intention of beating it, presumably. You, the player character, are an elven-looking spell-caster. But much like Hyper Light Drifter, Lone Ruin instead deals in minimalism and pictures. The player character’s motivation(s), who they are, that kind of thing. Normally in a review, this would be the part where yours truly would normally cover the story. But just because Lone Ruin isn’t original, does that make a bad thing? Let’s go and find out… Casting Assumptions… And Spells You, an explorer, want to reach the top of an enticing tower.Īs a concept, this is nothing new. Dark and neon tones, pounding soundtracks and a difficult bent to it, the focus is “classic roguelike”, if you will. Unlike Supergiant’s… err, super-giant game, Lone Ruin eschews that new trend of narrative and focuses on the gameplay. Now I’m cautious, like what Spec Ops: The Line did for cover shooters, that another gem might catch me off guard. Once dismissed as a pointless grind to me, it was the likes of Hades that just upset that logic for me. Roguelikes and roguelites have got a lot to answer for in my books. Dark backgrounds contrast with bright colours and synth tunes, does it make it worth trying? The Finger Guns review: A roguelike in the traditional sense, Lone Ruin is a challenge for both new and experienced alike.
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