Showing posts with label Indefatigable. Show all posts
Showing posts with label Indefatigable. Show all posts

Sunday, November 12, 2023

Amid Evil: The Black Labyrinth (2023)

 



When Amid Evil begins, it establishes that you're the champion of the gods because you conquered the Black Labyrinth and seized the mystical axe at its end for yourself. So when Indefatigable wanted to do an expansion of the game, it only made sense to do a prequel in which you get to see what the Black Labyrinth is like for yourself.


Since you obviously don't have the axe yet, the game replaces the no-ammo melee option with a pair of spiked gauntlets that are actually pretty fun to use. Punching enemies into mush just doesn't get old, especially when you activate the alt-fire mode and the punches turn from mere flurries into such a hyperactive torrent that it becomes hard to see what you're attacking. The other new weapon addition is the Voidsplitter, a scythe that fills in for the Aeturnum of the base game. If you complete the expansion, the game gives the option of going forward with the main campaign with the new weapons, in addition to the main campaign's array.

Beyond the weapons, the expansion is more of the same, which is good because the game is good. In keeping with how the original game was designed, the expansion has its own set of new enemies, such as archers, flail-wielding armored men, and elemental spirits. 


The final boss is quite a challenge, perhaps more than any from the base game. Otherwise, the Black Labyrinth maintains the same sense of rich color. Despite the concept of being caught in a labyrinth, which might suggest tight corridors, the expansion instead goes for massively spacious rooms, some of which can shift similar to old Build engine games, and even some outdoor spaces in which you could get punished for trying to escape by making a break for the horizon. It's not a very long set of levels and is definitely worth a play for those who enjoyed the original.



Monday, April 11, 2022

Amid Evil (2018)


 

A happy effect of the rise of digital distribution and the return of a sort of video game midlist is that it made genres that had been decreed dead and buried by blockbuster-minded publishers viable again. Turn-based RPGs, 8- and 16-bit-style pixel art games, point-and-click adventures...and mid-90s-style FPSs that prioritize labyrinthine level design and pure frenetic gameplay over linear cinematic experiences. Amid Evil is among the leaders of a retro FPS movement that also includes games such as Dusk and Ion Fury. It's the product of Indefatigable, a studio formed by two guys that previously contributed to the 2013 remake of Rise of the Triad, and it takes heavily after Quake and the Heretic/Hexen series.

There is a story underpinning the game, but it's so basic that it would almost be better if it wasn't included at all. The player controls the Champion, who claimed the axe of the Black Labyrinth that allows him to travel among dimensions. The Champion is directed by a pantheon of fallen gods to exterminate the "Evil Force" that is corrupting reality. And mercifully that's about it. The Champion begins in a hub world and travels to several different worlds, arriving with only his axe to begin but accumulating six other magical weapons with which to cleanse the worlds before challenging the Evil Force in a final Lovecraftian dimension. So it takes after the more cosmic, dimension-hopping side of the genre, as in Moorcock's Eternal Champion works, or perhaps Zelazny's Amber books or Adrian Cole's Voidal stories, among others.


As with the classic games it emulates, the only things to worry about are slaughtering everything in your path and finding keys that unlock doors. Despite the comparisons to Heretic, it lacks the inventory management aspects of that game, and the barebones style and 3D visuals better evoke Quake. On the other hand, it's much more colorful than Quake's notorious brown and grey aesthetic. 

The weapons generally fall into the traditional FPS pattern but each has a particular twist. The first ranged weapon acquired is a water magic staff that spews homing projectiles at enemies. The "shotgun" is a jeweled sword that when swung sends out a broad green wave that can hit multiple enemies at once. The "rocket launcher", known as the Celestial Claw, is a gnarled staff that literally yanks planets out of orbit and hurls them at enemies. Killing enemies causes them to drop their souls, and when the player collects enough, the player can temporarily activate a more powerful, alternate fire mode for each weapon; e.g., the Celestial Claw now grabs stars instead of planets.


FPSs in this style are often looked down upon because of their simplicity, but there are arguments that the first person perspective and their terse presentation can be more evocative than games that work harder at conjuring an atmosphere. Many RPGs, for instance, include reams of text and even extensive, fully voiced dialogue among massive casts of characters in trying to develop their settings. Some succeed more than others, but the vast majority can't overcome a tedious flatness. Amid Evil has almost no dialogue or story and yet probably succeeds better than most more complicated games in providing a sense of a desperate struggle in strange lands that sprawl vertically as much as horizontally. Some of the worlds, such as the worlds of the moon or sun worshippers are merely beautiful to look at, with clear skies above high towers that might not be too out of place in the real world. Others get weird with colossal structures that serve no discernible purpose but which need traversal regardless. The Forges are a world of constantly chugging machines of giant gears and levers, occupied by living machine creatures. The final level, the Void, is as aggressively Lovecraftian in its depiction of non-Euclidean geometry as a game can reasonably get while still remaining navigable. Some parts can be genuinely unnerving to look at, never mind the strange creatures constantly attacking.

Speaking of the creatures, each world has its own unique set. The game's sound design is top level and once you know what to listen for, you can reliably tell when a monster has been roused (and if you hear it, you know it's coming for you at top speed), when you've scored a hit, and when you've defeated it. The graphics are beautiful in their odd combination of looking fine at a distance but revealing chunky pixellation up close.



SKALD: Against the Black Priory (2024)

  SKALD: Against the Black Priory is a Kickstarted RPG by Anders Laurindsen that hearkens back to classic PC RPGs, particularly those for t...