The Sietch Community reviews

Battlegrinder

Someday we will win, no matter what it takes.
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Obozny
This thread is something of a community resource, where we can post and share reviews and impressions of various video games, and hopefully the rest of the forum will find them helpful and perhaps find a few titles they'd like to check out.
 
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Crimson Skies

Battlegrinder

Someday we will win, no matter what it takes.
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Obozny
Crimson Skies

Overview:
Crimson Skies is a dogfighting game from 2000, based on the FASA wargame of the same name. That’s dogfighting as in “air combat”, not the Michael Vic kind of it. Players take to the skies of an alternate timeline 1930’s USA, flying a variety of fictional aircraft ranging from the slow but heavily armed and armored Balmoral, the lighting fast but fragile Bloodhawk, with plenty to choose from in between those extremes (though the majority of the game’s aircraft are more well rounded designs, with heavy and light planes being a minority of the game’s dozenish playable aircraft).

Controls:
The game controls well, provided you have a joystick, like most air combat titles, playing it with mouse and keyboard is outside the intended experience and the game wasn’t designed around that style of play. The simplified controls map well to a joystick, while true flight sims always had more controls than a joystick had inputs.

Graphics:
Crimson Skies has fairly unremarkable graphics for it’s era, but that hold up well by modern standards. The game is fully 3D, with the low resolution and simply style that was common back then, a look that while obviously dated, appear old the way that an 80s movie is old. You can tell when it was made, and how far we’ve come, but not in a way that makes the earlier one look bad (as compared to, say, 90s era CGI vs CGI from the mid oughts, where the earlier work is not just different, but bad in comparison).

Plot:
Crimson Skies is clearly aiming for a pulp adventure vib, and it nails it. The player takes on the role of Nathan Zackery, sky pirate, as he recovers sunken treasure, fights off secret plots by the British to seize the kingdom of Hawaii, rescue damsels in distress (and scientists in distress, and an accountant in distress), fight off other, evil pirate bands who don’t follow the Pirate Code, and basically anything but piracy. There’s also a revenge plot against another pirate who screwed you over in the past, a romance with yet another sky pirate, and so on, all carried out via a mix of daring air to air combat and even more daring aerial stunts. Like I said, pulp adventure.

There are a few notable elements mixed in with that, however. Several missions have outcomes that change based on player actions, but not in a way that’s communicated to the player. For example, one mission has you disable a zeppelin to board it and rescue one of the aforementioned scientists in distress. But in the process, another band of pirates attacks, yelling at you for screwing up a score they’d been prepping for. Now, you can just grab the guy you were there for and GTFO, and you probably should since you and your wingmates likely got shoot up by the zepplin’s own fighters, and you’re getting ambushed by enemies in top notch planes. But, if you fight off the enemy pirates, you can loot the zeppelin yourself, since they tipped you off that it has something valuable on it, and you get a mission reward you normally wouldn’t have. Other missions are often more subtle, simply giving you a token cash reward for flying through one of the game’s many stunt locations.
Said stunt zones, in addition to being linked to mission rewards and sometimes objectives, are also the subject of a collection minigame, where the game tracks your progress as you fly through them and screenshots you as you do so.

Gameplay:
I called this a dogfighting game, not a flight sim, and that terminology was deliberate. Crimson Skies occupies a very narrow grey area between realistic flight simulators and the more arcade inspired titles like Ace Combat. Players need to manage their airspeed and avoid stalling out, employ fairly realistic maneuvers in combat and keep track of limited ammunition, but more complicated features like fuel ratios and G forces are excluded, the performance characteristics of various planes are based around their in game balance, not their true aerodynamics or the tech level of the time, and all of them are implausibly well armored for a plane from 1936. The intent is to create an enjoyable air combat experience with an air of realism, and in this the game succeeds.

Like many FASA titles of this era (such as it’s contemporary MechWarrior 4), crimson skies allows the player to customize their plane, using the airframe’s maximum weight as a limit on what the player can do to a given craft. Armor can be added or removed (this has not effect on aircraft performance, it’s purely to save weight needed for other features. A warhawk stripped of all it’s armor is just as slow and ungainly as one with it’s armor plating left intact), new engines can be fitted to increase top speed, ordinance hard points can be added or removed, and guns ranging from .30 machineguns to .70 cal autocannons can be installed (smaller guns do less damage, but at a faster fire rate and can hold more bullets). However, the overall performance and strength of the base airframe cannot be changed, nor can the amount of ammunition be varied (the only way to get more is to mount more guns).

Once you have a plane (bought from cash earned in missions. Planes can be customized and then sold for the value of the plane + mods, so it’s hard to lose money, the player’s supply of cash thus limits how many pre-made planes they have available), it’s time to take to the skies and engage the enemy. Crimson skies uses a somewhat video-gamey combat system, where all planes have an airframe divided into various sections (wings, tail, fuselage, etc), and a layer of armor atop that. Before the frame can be damaged, the armor must be destroyed. This likely sounds familiar to those of you who are familiar with battletech, though crimson skies is less forgiving than that system, once a section is destroyed entirely the target plane is destroyed, not merely forced to make do without a few parts. Also unlike battletech, different weapons affect armor and structure differently. Armor piercing rounds do double damage armor but half against structure, Dum-Dum rounds (an early kind of expanding bullet) do the reverse, while explosive bullets do more 50% more damage to both, leaving them stronger than slugs but weaker than specialized rounds, and solid slugs…exist, I guess. There’s no reason to use them when explosive rounds exist. Notably, you cannot switch ammo types mid battle, if a gun is loaded with AP rounds, it will fire AP rounds and only AP rounds. Thus, the best tactic is to rip through a foe’s armor AP rounds, and them switch weapons (no matter how many guns a plane has, you can only fire one at a time) to a gun loaded with DD to finish them off.

Crimson skies also includes numerous rocket munitions, though clearly intended to supplement guns and not replace them. AP rockets are, like AP rounds, mostly good against armor, though explosive rockets are more general purpose, and flak rockets are, like the name suggests, area of effect munitions that detonate a set time after firing. There are a handful of other weapons, but most are overly specialized or inefficient, such as radio guided rockets, the only homing weapon available and a potentially useful tool to players with sub-par aim…but they require the player to hit an enemy with a radio beacon rocket first and then fire the radio rockets that home in on that beacon, and if you’re good enough to hit with a beacon rocket, you don’t need a guided one. Anti-zeppelin torpedoes are another dubious tool. The game will tell you when you’re going up against any enemy zeppelin so you’ll know when to use them, but a HE rocket fired into an open gun port does the job just as well, and you can carry 3 of them for every torpedo and HE rockets can hit other targets while torpedoes cannot.

Mission structure is a fairly simple, objective based setup (IE: cripple the zepplin’s engines to slow it down, then shoot down it’s escorting fighter wing, then dock with it to rescue the scientist, then GFTO), and they’re normally quite fun affairs with enough challenge to require an effort to beat, but not so hard that you wonder how It’s supposed to be doable. Note the “normally”, because Crimson Skies does have a few missions that are massive pains, all of them for one of two reasons.

The first set is the forced stunt missions. While the game rewards you for stunt flying from the first mission and occasionally does so afterword, it never flat out tells you that you absolutely need top notice stunt skills until the second act, where a mission to infiltrate a Hollywood film set requires several very hard stunts as mission objectives, ones harder than many of the ones before. Flying through a gently curving tunnel is one thing, but flying your plane through the “O” of the Hollywood sign, and Egyptian tomb, and along a bridge (the former two you had to do sideways and after a steep descent to ground level, BTW) is entirely another, and unless you’ve been practicing a lot it’ll be hard. Oh, and there are no checkpoints, so if you damage your plane badly in a stunt, you can look forward to being an easy kill when the dogfighting starts and then having to redo the mission.

The second issue involves the worst plane in the game, the autogyro. It’s kind of like a helicopter. A very slow, lightly armed, poorly armored helicopter, that works with controls intended for fighter planes about as well as you’d think it does. You have to dogfight with this thing, and then in a later mission you have to do stunts and then dogfight. It’s absolutely terrible.
In the game’s defense, you can skip missions if you die in them a bunch, but the very fact that those missions (particularly the gyro one) is in the game is a mark against it’s otherwise excellent design.


Overall, I recommend Crimson skies to anyone who’s into air combat, outside of a handful of missions it’s one of the most fun dogfighting games I’ve ever played, and I think you’ll enjoy it too.





Unrelated note, I just realized that the Black Swan from crimson skies is very clearly a 1930s pulp version of battletech's Black Widow. Someone at FASA clearly liked that archetype.
 
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Bigking321

Well-known member
I loved crimson skies when I played it years ago. I wish a sequel would get made but I've never even heard rumors of it so not much chance of that I guess. Shame.
 

PsihoKekec

Swashbuckling Accountant
The IP has been practically burried since FASA died. Microsoft holds the rights for video/computer game adaptations and doesn't consider it profitable, while board game rights are held by Topps which has no interest in reviving it.
 
Brigador

PsihoKekec

Swashbuckling Accountant
Brigador: Up-Armored Edition


Overview:
It's a mecha Postal (the first one), nuff said.

Controls:
Keyboard for movement and mouse for aiming, takes a little bit to learn, nothing to write home about. Getting used to accurate aiming takes a bit more time though, especailly with different weapon profiles.

Graphics:
Isometric pixelated graphics with very strong retro feel.

Plot:
Decades after heroic revolutionaries have kicked out the opressive corporate masters from the Solo Nobre, the Glorious Leader who led the nation ever since has passed away. With upheaval of his death, the rebel Corvids and the decadent Spacer invaders are attacking the Loyalists, but the corporation that used to own the place is hiring the morally flexible individuals from all factions to work as mecenaries-Brigadors, causing as much havoc as possible to enable corporate takeover of Solo Nobre, especially through destruction of orbital defenses.

Gameplay:
The sandbox of a budding psychopath, Brigador strongly reminds me of Postal and Syndicate. There are two modes of play, Campaign and Freelance, succsesfull missions in both netting you cash that you us to unlock pilots, vehicles, weapons, levels and inteligence (like the contract you signed). In campaign you are limited in which pilots and vehicles you will take on assigment, while in Freelance mode you can take any pilot or vehicle, that you unlocked and change loadouts. This is no MechWarrior though, you only have two weapon slots to play with and that is all for costumization. There are dozens of different vehicles though, so after experimentation you can pick the one with the right blend of mobility, protection and firepower for your playstyle. You can pick between mechs, tanks, hovers and battlearmor, with every class having it's own peciularities, but in general the differences are not that big. Pilots are only to determine the difficulty level and payout, they don't add anything else, which is dissapointing.

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And once you are in the field you discover that everything can be destroyed. And your employers will reward you for every bit of carnage, including the cabbage patch you just stomped. Even if you are not a budding psycho, the devastation from your stomping and fire exchanges will be considerable. Goals can differ in Campaign play, but in Freelance it's always the orbital guns.

You need to learn the effective use of different kinds of weapons ranging from machineguns, to railguns which sneer at the idea of cover. They have different targeting profile, range and effect. Weapons come in four different ammo types, with coresponding ammo depots scattered through the maps, they have limited reloads though, so fire discipline is encouraged. You can also get ammo reloads from some destroyed enemies. There are also specials, every vehicles can carry one, be it smoke bombs, EMP, optical cammo or sonic boom, they are unlimited, but have recharge time after use.

Your life points are represented by hull (green) which cannot be replenished during the mission and when it runs out you die (duh). Shield (blue) on the other hand can be reacharged from the energy globes destroyed enemies leave behind, there is also shield overcharge (light blue) which disapates over time.

Every level has certain number of defending units, which will attack you on sight and if you cause enough noise (big explosions, like ammo depots) or get spotted by special observer unit, the alarm will be raised rising the panic walls, increasing the defenders agression and bring reinforcements. You can decrease the likehood of alarm by destroying radio towers and you can bring down the panic walls by destroying the electric stations.

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Merry carnage.

EDIT

While I normally don't really like the electronic music, I think the soundtrack meshes really well with the game.
 
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Metal Wolf Chaos

bullethead

Part-time fanfic writer
Super Moderator
Staff Member
Metal Wolf Chaos XD


Overview: Japan took a look at pre-9/11 American patriotism, mixed it with mecha and a heaping helping of goofiness, and churned out a wacky arcade mecha shooter.

Controls: Mouse and keyboard or gamepad (including DualShock 4) for PC. Multiple controller presets available, but the game is a third-person shooter, and the controls reflect that.

Graphics: Early 2000s CG - somewhat stylized textures, but generally about what you'd expect from that era's attempts to be photorealistic. Multiple HUD options are also available.

Plot:
By the end of the first quarter of the 21st century, the United States has plunged into a state of civil and economic unrest. The military launches a coup d'état, led by Vice President Richard Hawk, and succeeds in gaining control of the nation's government institutions. During this time, Michael Wilson, a fictional relative of Woodrow Wilson, is serving as the 47th President of the United States. Wilson realizes he is the country's last hope for freedom, and he dons a special mech developed in secret by the military to fight Hawk and the rebel forces, aided by his secretary Jody Crawford.

Wilson flies aboard Air Force One to the west coast of the United States and begins to liberate cities and outposts, traveling from west to east across the country. After retaking the White House, Wilson pursues Hawk to Las Vegas, but Hawk escapes aboard a Space Shuttle and goes to a space station, planning to launch a nuclear missile at the United States in retribution. Wilson and Hawk battle in space, with Wilson ultimately defeating Hawk and saving the country from nuclear destruction.

Gameplay:
Metal Wolf Chaos XD is most comparable to an arcade version of Armored Core. You'll be going around in your mech, shooting people, vehicles, cyborgs, other mechs, and super boss units throughout all the levels. Some levels have timed objectives, which must be cleared before the rest of the level can be completed. As you complete each level, you travel the country, freeing the populace from Richard Hawke's evil. On the first playthrough, there will be several different missions available at any one time, although this number dwindles as you enter the linear endgame.

Gameplay progression is tied into how well you perform in each level - the amount of kills you get, the amount of environmental destruction you cause, and the combo kill chains you generate provide money for unlocking and purchasing new weapons. Your mech, Metal Wolf, can carry up to 8 weapons at any one time. Most weapon types, such as machine guns, shotguns, rifles, missile launchers, bazookas, and flamerthrowers, only require one hand to carry, allowing you to dual wield. Others, like multi-missile launchers, sniper rifles, and railguns, require two hands and therefore two inventory slots. Upgrading the arsenal is essential, especially since you can replay previously cleared levels to earn more money and unlock collectables - better guns make stages easier.

Weapons, boosting, and health are all interlinked in an interesting way. Boosting and energy weapons both draw from a boost gauge, which lowers as you use more and more of either one. As a result, you can deplete your boost gauge by constantly dodging and firing energy weapons, or charging up railguns, then hit the "overheat" state, which drains your health, represented by green blocks on the HUD. As long as you do not fully drain the health bar, the health will regenerate and the pip will be preserved. Abuse the overheat function or take too much damage, and you'll lose a pip, which can be fatal in the early game or in boss encounters.

Due to the game's intent, ammo consumption is high. Players need to destroy parked vehicles, structures, and the abundant metal containers strewn across each map to reload and earn offensive/defensive buffs. Said containers can also hide the blueprints for special weapons, allowing the player to unlock better guns earlier than they might have. Also spread out throughout the map are cages with hostages in them - freeing them will improve the payoff you receive when you replay stages, as well as unlock different background music (selectable from the menu prior to starting a level).

Most stages end with a boss battle, which is typically where most problems will be encountered. Due to being from 2001, the game lacks a robust checkpoint system - getting killed by the boss (or the environment while trying to fight the boss) will force you to replay the entire level. Bosses also tend to require more firepower to defeat, and having as much health and ammo as possible is recommended. In general, if your loadout has bazookas (preferably double bazookas) and machine guns (dual-linked gattlings in projectile & energy weapon variants), it should be enough to get you through most battles. If not, max out research in sniper rifles and buy the final one - it is OP enough to make most boss battles less of a problem. Be sure to exploit game geometry and reference this guide when things get tough.

Once you complete the game, you unlock Frenzy and Hell Modes. Frenzy gives you unlimited ammo for your weapons, making it ideal for 100% hostage rescue runs and picking up any secret weapons you missed. Hell Mode makes the game far harder, and is there for those who want a challenge. Completing both unlocks more collectables, which are not necessary, but make replaying the game more fun.

If the game gives you problems, there is a Cheat Engine table for Steam, and I have a custom table for the GOG version (only affects boost and health ATM).
 
Jupiter Hell

PsihoKekec

Swashbuckling Accountant
Jupiter Hell

Overview:
Ladies and not-so-gentle-men, load your shotguns with malicious intent and pump the volume of heavy metal music for here comes the spiritual successor of Doom the Roguelike. It is still in Early Access so many features are still to be added.

Controls:
Either keyboard or controller, mouse need not apply. It's well functional so I got used to it quite fast.

Graphics:
Nothing to write home about, isometric view, rather dark.

Plot:
Not much of a plot, something happened on Jupiter moon bases while you were on routine patrol flight and now you must fight your way through demons, bots and corporate marines.

Sound:
Sounds of your enemies announce the trouble you are about to find yourself in and soundtrack can get rather creepy in Beyond.

Gameplay:
It's turn based roguelike, so levels are generated randomly, except for the special levels. You explore the levels, blast enemies, collect goodies, get permakilled, go again from the beginning until you win. Then do it again. There is no saving, except when you leave the game, so we die as real men here, or real women, if you happen to have that particular set of genitals, the game does not discriminate in killing you, albeit voiceover is manly.

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There is a wide variety of guns to chose from, once you pry them out cold, dead fingers of your enemies, fed by six different kinds of ammo, so you have to chose wisely what to pick as you have only 12 storage spaces, unless you find the backpack or pick Packrat trait. Or you could just decide to save on ammo with the chainsaw. Like in RPGs, you earn experience by killing the enemies and as you level up you can pick traits that improve your character. Traits are split into three levels and you can pick only one Master trait, with all three classes having unique traits, but unlike DRL differences already start with the basic traits. This gives much more varied playthroughs. Even though it is a turn based game, you can still play it fast, as there is no ''end turn'' button, each action has time cost and enemies do their actions at the same time, so the world waits as you think how to get out of jam, you found yourself in and then reacts as you do your action.

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Cover system is considerably changed compared to DRL and is vital part of the game, while evasion is broadly similar, both are the key to staying alive, as just shooting the fiends won't be enough.

And remember

BLOOD FOR THE BLOOD GOD!
 
Hellsign

Battlegrinder

Someday we will win, no matter what it takes.
Moderator
Staff Member
Founder
Obozny
Hellsign

hellsign-logo-1024x522.png




Overview: Hellsign is an australian early access RPG title that puts you into the boots of a paranormal investigator. As you might guest from the artwork there, it's significantly less boring than in reality, since Hellsign operates in a world where all that supernatural stuff is real, and really puts the "Hunter" in "Ghost Hunter", arming you with wide variety of tools to track, study, and fight various supernatural opponents (eventually, at least. Right now it's just a few kinds ghosts. Like I said, early access). The short summary is that it's basically Supernatural: The video game.

Graphics: Hellsign is a top down shooter, and looks pretty good for the genre. The color pallete is very washed out, something that I think is intended to look a bit like a night vision camera effect, because Ghost Hunters, I assume. The artwork for scenes in the overworld or talking with other characters is very nicely done. I'm not sure if the comic-book sequences used in the cutscenes really fit the game or not, but they're well done. I think my only real issue with the graphics is that it's often still too bright and easy to navigate.

Plot: You wake with amnesia, a shady past that you know about despite the amnesia, and the titular Hellsign tattooed onto your back, which draws you into the supernatural world as you work to find out what happened to you and how to get rid of the sign, because it's a magnet for trouble.

Gameplay:

Hellsign is an RPG, based around unlocking new abilities via a number of skill trees, nothing new. The character classes don't really do much, they just change what starting gear and skills you have, you can eventually unlock anything you like (I recommend the Detective, both because he starts with some handy gear, and because you might as well play the cliche as straight as you possibly can, but Field Medic is a good starting class as it's forgiving due to having better early healing). The character stuff is one of hellsign's weaker bits, as many classes start with skills and equipment that require other skills to use effectively or are not useful in the early game. The fact that you can't currently play as a women is also an issue, though a minor one since they will add that in at some point.

Hellsign's gameplay generally has 3 sides, investigation, combat, and boss fights, all of which interlink.

The overworld is where you trade for new equipment, manage quests, pick your mission, level up, etc. Mission types range from the low risk, low reward forensic missions, to the moderately challenging sweeping and scouting (which task you with thoroughly clearly or investigating a site), to the main event, the very tricky hunting missions.

The gameplay proper starts out at the investigation stage, which sets you out exploring an area (right now just an empty house, randomly generated). Sites can have various ratings for size/difficulty, which is listed on the world map before you pick it. Your goal is track down various clues scattered through the house, using tools like EMF readers, UV lights, and parabolic mics to find each clue. Each tool works differently (EG, UV lights have you track a follow a trail, while the EMF reader gives you a signal that gets stronger or weaker as you close in on the source). It takes two clues to generate a sign, which are the game's main objective. You complete the mission by gathering a certain number, you sell them for money on the world map, and they have a massive influence on boss fights. But we'll get to that. You can always leave a mission uncompleted and walk away with whatever you've gathered so far, and you retain a 1/3 of what you had if you die. You do, however, miss out on the completion rewards, which can be significant.

Investigation is not a separate stage from combat, as you'll have to fight off various enemies while gathering. Remember how I mentioned this game was made in Australia? Yeah, it's also set there, so your main threat early on is the local wildlife. Or at least assume it is, I haven't had anyone explicitly tell me that australia isn't overrun with packs of housecat sized spiders that stalk anyone who enters their lair. More supernatural enemies show up later, but the spiders never really go away (they just get bigger). The enemy AI is pretty good, with different monsters having different tactics. For example spiders love hit and run attacks, while ghouls seem to shift between that, tag teaming you, or just charging in relentlessly.

Of course, you can even the odds if you fight smart, which you'll have to do because healing is in limited supply. Your first tool is, naturally, guns, and the game gives you a variety of shotguns, rifles, revolvers, and semi-auto handguns to use (though only two at once, either a shotgun or a rifle, plus a handgun). Each gun can also be upgraded, with both various attachments to improve its performance, and special ammo (the usual mix, silver bullets, rock salt, UV bullets). Some attachments are particularly effective vs certain targets.

It's worth noting that while you can easily carry enough ammo to clear a site without issue, your main issue is going to be when your gun goes dry, because Hellsign does not feature auto reloading. It's very easy to forget how many rounds you have left and run out mid firefight, and most guns in hellsign reload slowly enough that you do not want to hear that *click* sound when a monster centipede is charging toward you.

However, guns are only one of your tools, you can also carry and deploy a number of traps, from purely mundane tools like bear traps and caltrops, to the more exotic like a guillotine blade you mount on a doorway to kill anything that comes through it, or EMP mines that damage or stun ghosts.....somehow. These traps work on everything, even bosses, but are best used against a specific target. Spiders don't set off bear traps, but ghouls do, and the ghoul's best defense is speed so immobilizing them for a few moments lets you line up an easy kill. There is naturally something of an art to using traps, given that they normally to be set up ahead of time and then have enemies baited into them, but they;'re still a very valuable tool.

Both traps and weapon attachments will eventually require investment in certain skills, and player can only carry a few traps of a few types at once, ditto with attachments and ammo. This would naturally run the risk of coming up against something you can't hurt or fight effectively, but you can always head back to your van to reequip. And you will want to do so, because while you can sweep a site and get away with it with just whatever you have on hand, bosses effectively require advanced prep.

Hellsign boss fights operate on something of a risk/reward model. The boss can be summoned almost immediately, once you gather two clues you can use them to activate the boss. However, doing so is incredibly dangerous, as you'll only have a vague idea of what you're up against and may well walk into the fight with the wrong loadout (which can mean anything from merely doing less damage, to be outright suicidal)....however, you will also have the advantage of entering the fight fresh, instead of having to expend a bunch of your limited healing items clearing the house first. and if you luck out and have the right gear from the start, it can save of time, energy, and resources. The alternative is to spend that time and effort clearing the house, gathering more clues, which will let you discover exactly what you're fighting (Eg, it's not just some kind of poltergeist, it's a kelpie) and gathering yet more clues will tell more. Each boss has two randomly selected signs, out of about ten possibilities. Each gives it a new set of strengths and weaknesses, and learning them will help you greatly....if you survive to that point, and if you haven't lost so much health the boss can easily kill you.


Overall, hellsign is a very solid foundation for the creators to build on and an enjoyable enough game in it's own right (particularly for the price). It's unforgiving and challenging throughout, and while it does have issues related to it being incomplete (limited variety in enemies and enviroments, items and skills still locked off, etc), it is early access and you expect that kind of thing, and the devs are still working on it and adding new stuff.
 

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