Shattered - Tale of the Forgotten King
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Über das Spiel
Ethereal exploration and epic battles
A ruined continent of untold stories and mighty foes is yours to roam. For those who brave its paths, the world of Hypnos contains many secrets, some to aid you on your way and others to illuminate the road that led to your existence. Experience precision based combat and 2.5D platforming set to a complex branching narrative in the reality spanning action-adventure of Shattered - Tale of the Forgotten King.
Features:
A new world to discover: Explore a gorgeously rendered semi-open world with branching paths and mysterious secrets. Each new zone tells a story through stunning art direction and finely crafted design.
Monstrous enemies to defeat: Observe your foes, anticipate their moves and use their own attacks against them. Switch between close-combat sword fights and long distance spell slinging to dominate the battlefield, and experience seamless transitions between full 3D and 2.5D battles.
A tale 10 years in the making: The universe of Shattered is the culmination of over a decade’s worth of imagination and creativity: an epic reality conjured from the minds at Redlock Studio. Tale of the Forgotten King is but a first step into the world of Hypnos, with more games already planned.
A story all your own: Not all survivors of Hypnos are trustworthy: though most will help you on your way, there are those who seek to use you for their own ends. The world will remember the choices you make during your adventure, and only those with focus and dedication will see through to the truth beyond.
Constant progression: Whether through combat or exploration, the Wanderer will evolve. How is up to you. With your finite resources will you raise your strength or discover another truth of Hypnos? Buy a new weapon, or increase your spellcasting? The choice is yours but choose carefully: not every path can be taken.
« I had travelled through forgotten paths for days, weeks and months to reach the Thousand-Door Palace. A place where only silence reigned now. Where the wind had stopped and the tides retreated with the Great Rift. The great Departure.
And here I was, bathed in my mist of past and future memories, standing in this mythical place that remained, still. The only location anyone in Hypnos could have found with no map or compass back when the King still reigned.
Systemanforderungen
- CPU: IntelCore i3-2100
- GFX: NVIDIA GeForce GTX 970
- RAM: 4 GB RAM
- Software: Windows 8.1 64bit, Windows 10 64bit
- HD: 15 GB verfügbarer Speicherplatz
- LANG: Englisch, Französisch
- CPU: IntelCore i5-7600
- GFX: NVIDIA GeForce GTX 1060 6GB
- RAM: 8 GB RAM
- Software: Windows 10 64bit
- HD: 15 GB verfügbarer Speicherplatz
- LANG: Englisch, Französisch
Steam Nutzer-Reviews
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742 Std. insgesamt
Verfasst: 08.03.22 12:29
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319 Std. insgesamt
Verfasst: 08.04.20 11:23
during game. Textures of climbing blocks cant be distinguished from ramps and holes at least during first game part.
Focus gets lost during after /rolling. Parry and attack keys are sometimes not very, sometimes
not at all responsive. 2d arcade style - dont like it.
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65 Std. insgesamt
Verfasst: 29.07.19 20:06
Hallo habe alle Darksoul, Ashen , Nioh durchgespielt ..
und zum vergleich wollte ich zu dem spiel auch was sagen :
Gut finde ich das feinde auch dich von hinten nicht sehen , Hören und du so etwas Tactische Chance hast die von Hinten zu killen, aber die coolen Hinrichtungen alla - Darksoul und Niho sind nicht drinne...
ich finde die Grafik recht ok , wie in Ashen angehaucht und die Musik ist auch gut ... allerdings konnte ich auch vieles noch nicht sehen, und was ich noch gut finde sind das die Geheimnisse auch wieder gans ok versteckt sind, aber wie in Nioh als leuchtende kugel und man weis nicht was man sammelt ( Betzüglich siet es vorher nicht ) .
- wer nicht schnell mitliest schaut erstmal im Inventar was man vermutlich grade eingesammelt hatte...
jetzt zum Contra: :angry_creep:
Die Steuerung ist lalala nicht so gut wie in den Vorbildern, das kämpfen ist etwas wie unter Wasser ( Träge ) und die Feinde können auch munter durch die Wand hauen , aber das gleicht sich aus - da man selber nicht am schild des feindes mit seiner waffe abprallt , das kämpfen ist mehr nur ausweichen und den richtigen Zeitpunkt abwarten zum Gegenschlag - nur Timing nicht mehr , nicht weniger .
ich finde sehr schlimm die 2D ansicht das man die Kammera nicht frei bewegen kann , an manchen Situationen wirt man gezwungen von einer frei bewegbaren kammerer zu Jump and Run 2D Ansicht gezwungen ! und es kommt ein Tötlicher Pfeil dir entgegen den man Nicht mal siet ! , geht man wieder zurück aus den 2D bereich wo man noch volle kammera freiheit hatte ist man immer noch in der 2D ansicht ! ( da fehlt ein Trigger )
zu dicht an Wänden ist zu 60% immer ein Bug das man in der Wand stecken bleibt und sich nicht mehr bewegen kann !
( schade das man zwischen den Chackpoints nicht von ort zu ort wandern kann ) und was gans gans miss ist ist das Inbentar !!! bitte beheben !
( ich wehle meine Lebensflasche aus und sie wirt auch unten im inventar angezeigt aber nur als deco . da die schnelltasten Funktion da NICHT funktioniert ! ich muss um mir leben zu geben immer mich durch mein Inventar klicken.
das spiel stellt sich immer zwischen englisch und französisch um . egal welche sprache ich auswäle,,
sehr verwirrend war das Option menu am anfang ( ev noch net fertig ) da steht Up , Down , und so ... WJF???
also das spiel brauch noch ZEIT ZEIT ZEIT leider - und der wexel zwischen 3d und 2d mag ne neue Idee sein , da es ja auch 2d Darksoul - games giebt aber bitte nicht in dem spiel und nicht so -.- das ist schrecklich erlich !
a ja bevor ich es vergesse ( die seelen , also man muss erstmal blicken wann man sie verliert und wan auch nicht,
einsammeln wie in anderen spielen ist nicht so ... das wen man stierbt die da rumliegen , durch fall in den tot behalte ich sie... durch tot vom feind behalte ich sie beim ersten mal ( glaube ich ??? ) und dann sind alle weg ... dann ev durch besiegen von dem gegner der dich gekillt hatte )
( fazit : das spiel kann gut werden - doch es brauch echt noch etwas zeit und Verbesserung ! )
so ist es Nicht spielbar wirklich ... oder eben ne neue Herausvorderung aber es ist ja auch E.A und darum gebe ich dem spiel ne Chance ! nur 20 euro schon für das hin zu legen , finde ich noch etwas viel aber ok... Ansichtssache
Und der erste boss istVerdamt hart ohne schnell leben aus zu rüsten da das spiel nicht Pausiert ^^
ich gebe den Daumen hoch wen es mal fertig ist und die das beheben
Fazit:
Sound: Gut
Grafik: Gut
Steuerung: Verbesserung Nötig !
Leistung: Gut
Benuzerfreundliche Menü´s : Gans OK
Spielzeit: Ungewiss... ???
Extras: keine
Schwirichkeit: 90% Hart !!!
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371 Std. insgesamt
Verfasst: 11.05.22 02:04
https://youtu.be/bkpI-xQxHEc
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3284 Std. insgesamt
Verfasst: 30.04.22 14:05
The only thing thats annoyed me has been the 2.5D parts as I found it hard to judge where I was, the ability to switch between the different camera angles would be a nice addition.
To compare it to other game it feels like a combo of souls and nier, not as challenging as souls tho but still hard enough that you have to learn boss movesets and parry timings.
I hope Redlock make another game or even a sequel because they've got a great foundation to work off of and I'm sure they learned a tonne making this that they can put into practise in their next game.
Didn't really notice any music the first time I played through so on my second playthrough I listened for it and its actually really good, so good in fact that you have to be listening for it as it blends so seamlessly into the background, the game has a great ambience to it because of that, I dunno what to call it but cyber-fantasy seems like the right name for it.
Ended up liking this game so much I'm 100%ing it
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29 Std. insgesamt
Verfasst: 30.04.22 04:29
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2358 Std. insgesamt
Verfasst: 18.04.22 01:48
S:totfk
is a very pretty, very stunning big open world game, Similar to a Souls like game, but closer to an ARPG with Souls like combat, story is.... confusing, but is making more sense the more im playing; there's a lot of reading as the game doesn't have voice acting.
The small parts of certain levels where the game forces a 2D camera is an intresting way to spice things up, but there's one level in the late area where this sucked because the platforms were all angled, so its hard to navigate.
so far, im really enjoying it!
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920 Std. insgesamt
Verfasst: 06.01.22 20:37
The world and the sounds are stunning, the enemy design is good, and the fighting feels great if you experience what combo fits well the weapon you are using. The puzzle mechanics are awesome, just like the excellent map design. I really love this game.
Although there are some downsides of course. These are the same attacks on each weapon, just faster or slower with differing damages (I have got only 2 swords yet, so if there are other weapons with different mowesets, than the previous claim applies only to the swords), also there are a ton of empty spaces in the very first open world part. For me that wasnt a big problem, because I love exploring these areas, but for some of you it might be a problem. And the last downside for me is the diversity of the enemies. Its really nice to have 3 types of ranged, 3-4 types of meele (sword and lance), but it would be a nice edition if for example the red swordsman would have a bit different moweset instead of the effect it has (no spoilers ;P ).
Overall I do think this game is an excellent choice, and great value for the price. Obviusly dont expect AAA quality for an indie pricetag and a small developer team, but it is a great surprise, how enjoyable this game is. For now I havent experienced any bugs, (just some fatal error crashes during Gheb) and the developers kepping it fresh and repairing all the time. If you like the design of the world and minimalistic, but well fitting music and also a fan of soulslike genre and/or puzzle games, I would strongly recommend this game for you.
Oh and if you read this from the developer team, I would be so thankful, if you would provide us with the musical work of the game. Either as a purchasable extention or on Spotify.
Thank you for reading, have a nice day!
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190 Std. insgesamt
Verfasst: 02.01.22 12:35
+ artwork amazing
+ combat and movement
- too easy to get stuck. 4 times already in 3 hours of playtime
- some places are too dark, can't see next jumping point
- part of the story is a little bit too confusing even if you consider that in the end it might make sense
- descriptions for items explain nothing and can't understand if using/collecting makes any difference
- skillpoints need additional explanation
- it seems that you can jump around and explore, but there are not enough paths with benefits
Even If I ignore bad lighting in some parts and confusing storyline, game is too buggy and missing some basic explanation for skillpoints, items etc.
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1211 Std. insgesamt
Verfasst: 29.12.21 05:33
There are some issues with platforming, and being able to tell where you should drop down to- and which falls are meant to kill you. But that's the only complaint I have so far- other than Ras'Samrah can eat a rotten banana.
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1677 Std. insgesamt
Verfasst: 04.12.21 11:44
The art direction is fabulous, you will encounter a variety of landscape, cities and otherworldly places that actually felt REALLY otherworldly. The graphism are not very detailed but are detailed enough to make everything look gorgeous (the trees are amazing !). The game is composed of an open world central area and a lot of instantiated area.
The lore is deep, cryptic and confusing at time but it became more and more understanding as you progress into the game. You will be completely lost regarding the story for a big part of the game but consider it as archeology more that story telling, you have to find the pieces yourself.
The game has a lot of liberty regarding the player movement, there is a lot of platforming which is really well done. A UI element show you where you will fall which help a lot for player that are not used to platforming. There are items and things to find everywhere, i had a good surprise when i did go to some weird places to finally found something in the end.
Although the gameplay and combat system is fine and enjoyable, it lacks some polish and that would be the weaker side of the game. The main bosses are really well-built overall and truly memorable. That being said, the optional bosses lack pattern and uniqueness. The bestiary is good but it also lacks some diversity as you will encounter a lot of mobs that you already did encounter before, without them having unique pattern of attack that will make them unique.
The weapons are not unique enough (same pattern, except for some minor details), the spells are good but not powerful enough against bosses to justify doing a spell build (which i did for the whole game anyway ^^).
Shattered is the first game of Redlock studio and you can tell playing Shattered that they put a lot of work into the game with a tight budget. I see it now has the glorious promise of the wonders they can accomplish later.
So it's not perfect for sure, but if you want to buy the game and you are not too sure, do not hesitate, it is worth way more than it's price AND you will help a young studio that actually respect their players.
A big thanks to Redlock Studio teams for this truly memorable game. I will play it again without a doubt, or play the sequel ? Who knows ...
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1798 Std. insgesamt
Verfasst: 30.10.21 21:37
I think that the developers bit off more than they could chew, which is the game's downfall.
The game starts off with you waking up in a circular room and you start exploring figure out where you are. Your protagonist doesn't have a voice so you mainly choose physical yes-or-no actions when talking to most NPCs, with a small creature riding around on your back that will occasionally interject during conversations. Notably though, it's pretty clear early on [spoiler]that the creature wants you to follow its explicit directions, which might be at your own expense or to its advantage[/spoiler].
For a couple of hours, the game is relatively linear as you run through a handful of areas that are semi-open, but ultimately they only have exits that lead to one area ahead. During this period of the game, you meet a few NPCs, get used to the exploration and combat, and fight a boss. And during this section, I found the game to be pretty decent.
Throughout this introduction, the game wasn't groundbreaking by any means, but I felt alright going through these semi-open areas. The developers emulated games like Dark Souls where you have checkpoints, enemies respawn when you use them but so do your stats and ability usage, and your currency/XP needs to be recovered if an enemy kills you. A different aspect of this game is platforming that lets you get around to a lot of hidden areas, but this was both good and bad; sometimes the developers hid things, sometimes they didn't. You could never tell when it would be a waste of time.
That isn’t even to mention predetermined, 2D side-scrolling sections where the camera turns and you have to use jumping mechanics to get through. I felt like it was a little odd and occasionally had some places where the jumping was frustrating, particularly when landing on objects, but it wasn’t a dealbreaker. Thankfully, you don’t lose your XP if you die by falling.
Combat-wise, the game is alright. You have the ability to dodge, parry, backstab, and use some magic. Weapons are just different versions of the same blade; they’re either faster or slower to swing, deal more or less damage, and use more or less stamina. The problem with the combat is that some of the movements can be a little blocky. You might be bashing a button to make your character do something, but you need to wait until an animation completes even though visually it looks like your character should be ready to move.
But with all of this aside, the game really showed its flaws the moment you get into its open world. Yes, after the introductory areas and the first boss fight, you’re thrown into an open world which is, quite frankly, a bit lifeless. There’s a few forts in the main world map, two of which will lead to bosses that are mandatory for story progression, but otherwise there’s not a lot there besides exits to dungeons. The developers sometimes hide items in the world but it isn’t very interesting to look for them after a while. You are given a vehicle to move around quickly on, but its controls are pretty bad except for when you’re moving straight ahead at full speed. Usually you'll have to jump off to move up or down mountains or other terrain anyway, or to avoid flying off of a ground-level edge into nothing.
Bugs and glitches start popping up all over the place once you reach the open world. I didn’t find many issues in the introductory areas, but only a couple of minutes into the open world, I was already finding objects floating in the air, textures that weren’t loading, objects that you could walk right through (or worse, platforms that you fell through), and of course a jittery framerate.
These sorts of issues carried throughout most of the game, though a few dungeons seemed better optimized and managed than others. In terms of the dungeon layouts, it was a mixed bag. Some places I knew where I was going and could mentally map them out in my head, whereas others required me to go in circles too many times to figure out what I was missing. There wasn't enough distinct features in some places to differentiate.
The developers also went for big lore and mystery, but I felt like the writing was also a mixed bag. I got ideas of what the world was early on, but the way certain NPCs were talking or some of the documents (called “memorums”) were written felt overly long and tried using too many custom words. I felt like I would need to write a mini encyclopedia before I’d process everything properly, and I did not feel like doing that.
All of this said, some aspects of the game made me wish that the developers had gone for a smaller scope with more polish. Some sections, particularly the more eerie ones, interested me a bit. In the world map, you find [spoiler]a duplicated version of a town you encountered during the introductory areas, but it is now nearly pitch black and has different enemies, along with a tavern and a few NPCs who do not quite understand what’s happening[/spoiler].
Then along the western edge of the world map, there is an exit to a dungeon with a dark red maze, which leads into another area with high-up floating platforms (almost like you’re jumping along the tops of a hedge maze) and it has some lore and treasure. Those two examples were optional areas, I believe, but they might have had things that affected which ending you get.
I think the style of some areas were pretty strong but the technical aspects were very mixed, and I sort of gave up on understanding the lore after a while. But I still tried going everywhere I could out of curiosity, hoping to see more places like the above ones.
If you have read this far, well, my ending is pretty much the same as the beginning. Some good things shined here or there to show the developers could have potential in the future, but at the end of the day, there’s way too many weak spots for this to be recommendable.
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2607 Std. insgesamt
Verfasst: 08.10.21 05:35
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2718 Std. insgesamt
Verfasst: 13.07.21 17:36
This game isn't great for your typical souls-like fan. There's not a huge variety of combat and there's only so many different kinds of enemies, and you'll have seen almost all of them by the time you get to the first major boss. The weapons all swing the same, just at different speeds (due to real life limitations) There ARE still a few bugs, though I've not run into any that are game breaking, just odd.
Also, Please note that reviews before June 24th are talking about a prior version. The update added a few extra things throughout the game, but more importantly a revamped starting area that is much easier to figure out than the previous one was and much better at teaching you the various systems in the game.
So who is this game for then? Do you like exploration and hunting down secrets? This game is for the metroidvania fans, and yes, souls games have a lot of overlap with metroidvania, finding items to help you move forward behind this secret wall or up on this ledge is very satisfying. Combat, while not huge in variety, is also fluid. Platforming is a little slippery, but definitely not bad. The recent patch revamped the perfect parry and parrying projectiles is VERY fun. There are several little side quests in the game (no quest log) and there's even a hoverboard for the major world hub. (you get there after going through approximately 4 other areas)
The enemies are sparse in areas, allowing you to take in the scenery, and if you despise yourself there is a hoverboard racetrack stunt thing you can do (you can. I can't. I'm not that good.)
I'm nearing the end of my first playthrough of this game and there ARE multiple different endings. They're based on choices made throughout the playthrough. I do want to see the others.
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1144 Std. insgesamt
Verfasst: 28.06.21 07:02
More people need to pay attention to it.
Sure it isn't perfect by any means. But the lore and exploration was so engaging i cleared it within 2 days and still kept looking for secrets.
Highly recommended to anyone who loves deep lore and exploring worlds.
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52 Std. insgesamt
Verfasst: 26.06.21 16:12
I wanted to love this, from the first screenshots I was stoked to get into this world and explore it. Visually I was all in; I just loved the aesthetic. Upon finally playing it, woof, I just can't recommend it. I hate reviewing games without giving them a fair shake and with just under an hour of playtime I can't say I actually did that, however within that hour I didn't find a single element of Shattered to be enjoyable.
The world of Shattered looks great, everything is a lo-fi like aesthetic with simple textures but the shapes doing most of the visual work. There's far vistas, and intrigue all over the horizon to keep you guessing if you'll go there or what the purpose of said structure or land is. It's really good and I wish to see the rest, but I know I won't. The game explains a lot visually but also loves to dole out lengthy text passages about it's lore, this might work for some but for me I always find that long paragraphs in action games break up the actual action ruining the pacing. In a game in without much action, and what there is isn't great, removing the player from that is jarring. Luckily, you can just skip all of the text but it seems like most of the lore is to be had in those texts. The sound is okay, and the animations are passable at best, none of the animations feel like they have much weight to them, so everything lacks any sort of impact.
The gameplay is where the game just completely falls flat; it's terrible. Your character movement feels floaty, like you're just gliding over the ground, attack animations feel slow and empty (both you and the enemy), your momentum changes when you jump or double jump for some reason making platforming feel just terrible. Shattered is a Souls-like... to an extent but also introduces platforming, which, fine, that could work but it's platforming that tends to lock your camera in a 2.5D view. This means that sometimes if you're running towards the camera and trying to jump most of the places you're supposed to jump to are just out of view. Also, most of the sections that become 2.5D don't benefit from being 2.5D at all, a free camera would have worked just as well. The Souls-like elements are some of the most shallow that I've experienced: like I said before there's no impact to anything any character does so fight's aren't rewarding when you win or deflating when you lose, you just feel bored with either outcome. Lastly, within the hour of gameplay I experienced I encountered a total of 3 enemy types, repeated over and over. Not fun when Souls games (or video games in general) are known to change things up frequently.
If you're a Souls fan, I don't think you'll be enjoying much of what Shattered has to offer if you're coming from Fromsoft titles. I really wish I could review the game as a whole but I'm not going to endure more of Shattered's weak gameplay for the sake of a review.
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1061 Std. insgesamt
Verfasst: 02.06.21 12:31
I saw a critic review moaning how it is too much like souls..... It is the soulslike/RPG/adventure GENRE but has its own vibe and feel to it in soooo many ways.
The people leaving bad reviews need to realise that this is a small studio made game and their first game too, so for the size of the game, this game is great. Is it a little rough around the edges at times? Sure. Could it do with different weapon animations? Maybe. Does this make it a bad game? No it does not. The lore is confusing but only makes you want to dig deeper into what is going on and then exploring the world more and more (which is a beautiful world). When first released, the parry system was bad BUT they listened to the community and fixed this. I have also given my own feedback on the game in the Redlock Studio discord and they have responded well to the feedback which is amazing for a small studio to communicate with and listen to their community. Whether any of the feedback gets acted on or added to the game does not even matter, as it is only the opinion of myself, but the fact they responded and appreciated the feedback is amazing.
I cannot wait to see if this gets released on console and i think the studio have done a great job so far!
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1043 Std. insgesamt
Verfasst: 19.04.21 18:17
HOWEVER, that is where my praise for the game ends. I will say I bought it when it was in EA, but I found it needed polish so I put it aside until it was fully released and I started up a new file.
Once the game started back up, it still felt a bit off or empty in its world, and not in a good thematic way. You are given no semblance of story or reason why you are here, no true opening cinematic (the intro speech where it's just a floating soul doesn't count) to get you invested. But I carried on, mostly to see if it got better.
It got slightly better, and found that the forced-perspective platforming gave it something unique. However, it sucks to have your camera control taken away from you regardless of the situation, more so when the combat doesn't change to match the new camera angle. It also follows the exact same gameplay loop as all the other Souls games: You can upgrade you healing potion charges and the amount it heals with special items, and then you can upgrade your weapon with a special crystal, but your ability to upgrade is determined by your smith’s level which also uses a special collectible. These are fine, they worked for the souls games and it’s the exact same formula. Problem is that the reason for why these objects help you is never explained; you just have to accept they do. With souls, it made sense that you needed certain coals and shards to make things more whole, and they were interconnected to the world itself. You not only got a valuable upgrade, but you also learned more about the world and the powers of different cultures. In S:TotK, it’s just “The forge has random pieces for unexplained reasons out in the world that you randomly find”. It doesn’t add to the world, just happens. Overall the gameplay, even the open-world aspect, are not well fleshed out and it’s quite telling that the best part of the gameplay is something unoriginal and that has been seen in every other souls game and souls-like.
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1884 Std. insgesamt
Verfasst: 12.04.21 12:23
The game has minor bugs. It has glitches, enemy variety is limited and not all of the bosses are fun to engage. Combat mechanics aren't as fleshed out or complex as in other games likes this, such as Dark Souls, Nioh, Mortal Shell, The Surge or Lords Of The Fallen.
Why, you'll ask, do I still wholeheartedly recommend this game? I do so because this game is one of those diamonds in the rough that are more than meets the eye. This game requires time, it even demands it. This game requires you dive into its world, its lore and mood.
This game is not for everyone. If you're into philosophical and/or mysterious games and the minimalistic/abstract artstyle, and if you're not one of those players needing a Wiki for everything you do, if you are curios, bold and eager to explore an alien and unknown cosmos, then this game is for you.
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1219 Std. insgesamt
Verfasst: 03.04.21 21:59
Combat is incredible floaty. There are enemies who can shoot you while you can't.
Main map is huge, empty and utterly boring. There are two kinds of teleports instead of being able to fast travel to any of them unlocked before.
There is only one place in the whole game where you can level up ... and it is usually far away from anyting else.
Story doesn't make any sense.
And don't get me started about jumping sequences.
After 15 hours I have no intention to go on despite the fact that I love souls-likes and finished dozens of them. How is this 76 % positive game is completely beyond me.
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403 Std. insgesamt
Verfasst: 16.03.21 21:21
The world design and the arts are absolutely mindblowing!
The combat is fast paced.
I don't like the parry mechanic, it feels too slow/sluggish compared to the quickness of the enemy's attack.
Overall the game is great and huge content wise, for the price asked, it's a very good deal!
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1177 Std. insgesamt
Verfasst: 15.03.21 20:35
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213 Std. insgesamt
Verfasst: 15.03.21 13:38
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85 Std. insgesamt
Verfasst: 10.03.21 00:27
1) The parry mechanic is very poorly implemented. My main problem is the significant wind-up animation that occurs before the active frames, meaning that in many cases with boss-level enemies, even if you were to have perfect reactions and press the parry button on the same frame as the enemy starts their attack animation, the attack will still come out before the parry's active frames. It's ok to have a wind-up animation for a parry, and there are other games that have it, but it doesn't work when the enemies' wind-up+attack animations are quicker than the wind-up animation of the parry.
2) The basic attacks in this game are seriously overpowered, allowing you to stun-lock almost any enemy simply by spamming your attack button. While this is a strong advantage to the player, it creates the effect of making combat very dull, as you slowly come to realize that there's no point to using anything other than basic attack spam.
In conclusion, if you are willing to slug through a poorly implemented combat experience to experience a world that the developers clearly put some love and heart into, then this game is worth a try. If you're looking for a true souls-like, look somewhere else.
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728 Std. insgesamt
Verfasst: 06.03.21 18:50
As a souls game, this game is incredibly weak. The physics of the engine, the fact that every weapon has the same moveset, and the staunch lack of any enemy variety make this really hard to like for a mechanics driven gamer.
HOWEVER, the lore is absolutely stellar, the world is huge and rife with potential for exploration, and there is so much to find and learn if you're into that. If you don't really care about lore, this game is not for you, as the gameplay itself is fine at the best of times.
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2178 Std. insgesamt
Verfasst: 04.03.21 02:44
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450 Std. insgesamt
Verfasst: 23.02.21 20:41
The game has a brutally unhelpful healing system, occasionally buggy combat, lacking environments, and 2d platforming in a souls-like. The final straw was the toughest boss I've ever fought, having multiple stages, bugging out on me after 2 hours of trying to kill it
Full review: https://youtu.be/9qVyf72V_lg
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4107 Std. insgesamt
Verfasst: 23.02.21 15:17
Difficulty is subjective but any fans of similar games should find a decent challenge awaiting them with a handful of interesting boss fights. General combat, while not super varied, can also be a challenge if you bite off more than you can chew. I'm always a fan of blink-like dodging instead of simple rolls, it makes combat feel more fast paced.
The world is gorgeous with it's sharp shadows and art style. I'm in love with the character design of both your playable character and NPC portraits. Everything about this game makes me wish more people could experience it. This is easily my favorite indie-dev soulslike I've ever played. Well worth the $25 for around a 20 hour game, more if you want to collect everything, really take your time or see other endings.
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376 Std. insgesamt
Verfasst: 22.02.21 18:23
Sadly, as soon as you taste some of the movement and combact you can feel how clunky and unpolished the game is. It just doesn't fit as a full release.
Lot of bugs, easy to glitch, it could have been good, but as for now I would not recomend it. I hope for new patches soon.
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336 Std. insgesamt
Verfasst: 22.02.21 01:42
Overall the game was stunning. A visual masterpiece really. It took every notion of a souls game to heart, copying pretty much every mechanic from the franchise while incorporating hover boards and laser cannons.
The movement is incredible, and flows very well except while in combat which is most of the game.
Crafting felt lacking and only included because open world games require crafting I guess.
The map was effectively non existent, I struggle to see why it was even added, it gave me hope of a real map, but the letdown was immediate.
Wait for an update, then sit back and enjoy the playable marvel that is Shattered.
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36 Std. insgesamt
Verfasst: 18.02.21 16:02
Additionally, there's moments where the camera becomes fixed and the game tries to be a side-scrolling platformer, but I found these moments to be very disorienting, since you generally still have to navigate in 3D space, but are only allowed a 2D perspective. These sections felt very uncomfortable.
I hate to do this because the music is great and the visuals are pretty, the overall vibe is interesting and reminds me of Yoko Taro works, but the fundamental controls do not feel great with a controller, and that's the only way I expect to play a action platforming game, so it's just not workable for me. If none of what I mentioned seems like a red flag, then by all means, give it a try. It feels like there's something worth playing here, but the controls did not feel accurately responsive to me.
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183 Std. insgesamt
Verfasst: 18.02.21 05:17
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715 Std. insgesamt
Verfasst: 03.02.21 03:05
TL;DR, my general first impressions are positive. Definitely needs some polish here and there, especially on combat, and there have been a couple notable (if minor) glitches, but overall very solid, especially for such a small team.
First and foremost, I think it goes without saying that the game is gorgeous. Both graphically and aesthetically, everything looks stellar. Of course, there are a couple issues. For starters, in dark areas (of which there are many), it starts to strain the eyes trying to tell things apart, and the character blends in with the background a little. Also, if you're not keeping aware of your surroundings, different sections of some areas can start to feel the same, making it hard to orient yourself. As a whole though, looks great.
Difficulty of orientation aside, exploration and movement is also very well done. Playing with a controller, it's generally easy to control. They seem to go fairly easy on invisible impassable barriers, compared to some other games. I was honestly surprised when I jumped at a small ledge on a cliff side, smaller than most games would let you climb onto, and was actually able to stand on it, but there I was. For the most part, if it looks like you should be able to get somewhere with some clever climbing, you probably can. Some areas even encourage it, such as one area where you can climb onto the rooftops and poke around up there. The dark side of this is that there were a couple times when I found a door that opened from the other side, spent some time trying to find a path to get to it, only to find out that all I had to do was jump over it. There are some areas where they wrench camera control away from you and give you a sideways view, and I think they could have been implemented better, but they also could have been far worse. There are a handful of areas where the platforming is kind of dumb and it feels like you got dumped off a cliff when you shouldn't have been, but in the most part platforming is fair, and it looks like you don't lose EXP to environmental deaths. Lastly, the camera gets weird in tight spaces, but that's a common problem in video games in general, so I won't fault them for it.
Now, combat is functional, not really bad, but definitely the weakest part of the game. If you aren't familiar with Souls-like games' propensity for mapping attack buttons to the shoulder buttons and triggers, it'll be a bit of an adjustment getting used to the layout, but once you do, it's fine. Parry timing is a lot harder to adjust to. The tutorial says that you have to hit parry right before the attack hits, but in practice the animation is just slow enough that what feels like it should be good timing is actually just a moment late. Add the fact that most melee attacks signal way early, and I've mostly given up parrying anything but projectiles.
Truth be told, it's not particularly necessary anyway. (Edit: It's a lot easier and a lot more useful during the Watcher fights, to the point of being broken.) At least as a Souls veteran, for the first five hours, combat has been fairly easy. Almost all of my deaths to this point have been from platforming, not combat. There's also just, not a lot of variety to combat. As far as I can tell, there's only one weapon type available, and I've pretty much only seen 3 or 4 different normal enemy types. [strike]I hope that at the very least more enemies types show up as the game progresses.[/strike] Edit: I didn't have to play much farther to find a few new enemies, looking forward to see what else the game has to offer.
As far as miscellaneous other things, it'd be nice if the death screen was shorter or skippable, and I wish I could use multiple essences at once instead of having to do them one at a time. Almost every time I talk to one of the NPCs in the hub, the menuing click keeps going until I quit to the main menu. There was one time the game froze completely while talking to the same NPC, and I had to close the game with the task manager, but fortunately nothing was lost, and I haven't had any freezes since. There was also an issue when I used a teleporter from a shortcut, and an enemy was able to attack me repeatedly as I was fading in, unable to react in any way. Also, the game does not like to let you interact with the controls page, especially with a controller.
So yeah, giant wall of text to say that overall the game is good, but not without its issues. Pretty good platforming, good enough combat, awesome visual design, soft recommend.
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1111 Std. insgesamt
Verfasst: 30.01.21 00:05
It's a good souls-like, maps are interconnected and there are lot of hidden items. Games is rather non-linear, and I can't wait for the full release.
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9 Std. insgesamt
Verfasst: 27.11.20 23:03
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315 Std. insgesamt
Verfasst: 24.11.20 04:45
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1317 Std. insgesamt
Verfasst: 30.10.20 00:52
Cons:
parry timming window is a bit jank
jump attack takes WAY too long to recover from
if you knock an enemy down you have to wait till they stand up to hit them again
when you run out of health potions and then get more you have to re-equip them
as much stamina dodging takes it feels way to short of a distance
you never know when you level up unless you visit the level up machine often.
pros:
graphics are stunning
combat is decent
levels are beautiful and fairly large without being overwhelming
price tag is reasonable
loading screens are pretty fast even on an HDD
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509 Std. insgesamt
Verfasst: 16.09.20 10:44
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1069 Std. insgesamt
Verfasst: 12.09.20 13:31
This indie game has great potential and really is ambitious.
There is already a lot of content available during this early access which is more than enough to enjoy the amazing art work, feel the vibes from these appealing worlds. Gameplay and visual felt similar to Ashen.
Gameplay
Overall a souls like. The game allows you to jump and explore almost every corner of the game to find loots and hidden lore. You will also go through a bit of platforming here and there.
The combat system is really decent, more dynamic than the souls' classic thanks to the jumps and dashes you can perform. Being able to parry changes a lot to a fight, even though timings / hitboxes can seem a bit off currently at times (probably just needs adjusting).
To me, it only lacks polishing for the fights to feel more fluid and get more enjoyable. It is especially true for regular ennemies, boss / mini-boss fights already feel really great.
The game currently provides basic stats upgrade system, a few spells, different weapons you come accross (changes damage, attack speed).
Other aspects
The music and atmosphere feels amazing, you get the chills upon entering some areas.
I would recommend playing with a controller.
Overall, it is a promising game. The early access is quite fun, I didn't find myself in terrible situations for now, it just needs a bit more time to reach its full potential.
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33 Std. insgesamt
Verfasst: 31.08.20 17:32
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616 Std. insgesamt
Verfasst: 06.08.20 11:21
It's not without frustration, and there's a couple of things I think would be a disaster if they were in final game (no proper checkpointing of 2d bits), but the more I play, the more I see something well worth sticking with.
Go in very much mindful it's EA, but also that there's plenty there to justify the purchase, IMO
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552 Std. insgesamt
Verfasst: 03.08.20 05:53
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3151 Std. insgesamt
Verfasst: 18.07.20 18:33
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126 Std. insgesamt
Verfasst: 05.07.20 01:06
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1352 Std. insgesamt
Verfasst: 02.07.20 14:58
Every update the Devs throw at me always keeps me excited to jump back into it, i love the art style of the game and it really hit off when i first got the game back in 2019, and its only going to get better from here.
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63 Std. insgesamt
Verfasst: 20.06.20 00:31
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1642 Std. insgesamt
Verfasst: 01.06.20 23:23
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406 Std. insgesamt
Verfasst: 22.05.20 09:32
The combat and Ai have their problems (Hits passing trough enemies and enemies not registering your presence) but for now i dismiss them as growing pain of the early access process, quite eager to play the final product!
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62 Std. insgesamt
Verfasst: 07.05.20 22:23
I love the art style, I love the character design, I love the level design and I've always been a fan of this 'minimal yet beautiful' design. Absolver, ashen and a few other games have used it and I think it can work really well.
Firstly I think the movement is really nice in the game, the verticality of the jump option is nice and makes you want to explore more. I think some of the animations need some work to give them more feel (sliding downhill animation for example) but otherwise it moves and feels very good.
I enjoyed when it became a side scroller though I'd be interested to see how that pans out with more difficult combat later.
This however leads me into one of my immediate cons for the game. Combat.
I've seen people say that they didn't like speed and weight behind the combat, i haven't found this personally. This is obviously a very subjective and personal thing but from someone who has played Dark Souls/Sekiro/Lords of the Fallen and games of that ilk I'd say the pace and movement in the combat is very nice. However, what i personally wasn't keen on is the parry system. I don't think it's a problem having a parry system but unless I've made a mistake it appears to be in lieu of an actual blocking system? This is fine except I have personally found the parries to be very hard to time and very limiting in combat. The dodge mechanic works great, very fast and snappy, the swings with the weapon feel slightly hesitant but this is EA so changes can be expected but personally I'd like to see improvements to the combat parry system.
Overall I would definitely say this is a game that fans of 'souls like' games should check out and even people who haven't played those games, it's very atmospheric, very dark and full of lore and I think is shaping up to be a very interesting and great adventure!
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15 Std. insgesamt
Verfasst: 21.03.20 21:10
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75 Std. insgesamt
Verfasst: 16.03.20 19:37
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131 Std. insgesamt
Verfasst: 05.01.20 05:41
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62 Std. insgesamt
Verfasst: 02.01.20 20:47
As I believe the game can be a lot of fun, there is also a lot of reasons to not recommend the game.
Clunky movement / controls:
- Preforming jump when sprinting doesnt carry on momentum at all.
- Sprinting unlocks from target.
- Sometimes you might fall into a hole, with little/no way out.
- On controller some menus are fully working with d-pad, some require you to use stick to navigate.
Stamina issues:
- It takes forever for stamina to start regeneraing, and rate of regen is not to right level either.
- Traveling though world (sprinting, jumping, air dashing) consumes too much stamina.
- Generally doesnt seem to fit the game.
Enemies:
- Some enemies are easy tutorial enemy, some are very badly telegraphed ones.
Sound:
- On the most part I dont have issue, altho every sound effect feels soft, there is no heavy swing or hit sound, everything sounds more-less the same.
Visual:
- Game looks relatively low poly, but it puts my gpu into a bit of test. Sometimes even dropping belove 60fps.
- There is no option to disable motion blur - it causes me a headache.
Dialogues:
- They take up whole screen with nothing - there is actual dialogue on the bottom of the screen while rest of the screen is covered with some kind of background.
Action feedback:
- Getting hit cause no/very little flinch on player character.
- Failing a jump/falling to death - I believe that falling into abyss should reset you back up, not cause death, so faling one jump doesnt equal getting hit by enemy ~5 times (without healing in between).
- Picking up items is very dull. - I went though whole area without realising what I was picking up.
On the good side, trailers probably show all of them.
I'm going to update review with game updates.
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31 Std. insgesamt
Verfasst: 22.12.19 21:08
dang. it really sucks that I have to write this, but it needs to be said. I have been looking forward to this game for a while. I was so excited to play this beautiful looking game. I finally bought it on the winter sale, and installed it immediately.
look, I understand that it says right away that the game is buggy. I understand that some of the bugs make it almost unplayable. well, that is exactly what happened. I play 30 mins of it and was hearing menu sounds during the first cutscene, I couldn't easily equip my weapon, I wasn't jumping when I was supposed to. A bunch of B.S that is having me return this game.
I will consider repurchasing when I see that the devs have updated it, but as of right now, this game is not even worth the 22.49 that I paid for. This really sucks to post, but I hope that the devs see this and push the fix all these simple bugs. They have something that I see as wonderful at their feet. I just hope they take care of it, at least to the point where the playability isn't garbage.
I want this game so bad. Looks fucking wonderful. I will come back to you, shattered: tales of the forgotten king. datte bayo!
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128 Std. insgesamt
Verfasst: 28.09.19 13:47
A part of the levels are in forced 2.5D perspective and add a dose of originality to the game, with a lot of platforming in those zones, that is generally pretty cool and works well with precise jumping.
The atmosphere of the game itself is really well done, with stark differences in visual identity between the different levels, a very interesting main character/narrator duo and a story that you have to understand piece by piece by exploring and interacting with a lot of objects.
Overall, Shattered is a really good game to play now, and even though it's in Early Access, I haven't found that many bugs and had a blast playing through the content that's already there.
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133 Std. insgesamt
Verfasst: 04.06.19 23:31
Ofcourse the game is in Early Access/BETA.
I have already found a couple spots to get over invisible walls and get to areas where i'm not supposed to be yet.
So far it's been a lot of fun for me, it has beautiful scenery and pretty nice music!
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Release:04.06.2019
Genre:
Action-Adventure
Entwickler:
Redlock Studio
Vertrieb:keine Infos
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
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Koop
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