61 people found this review helpful
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Not Recommended
0.0 hrs last two weeks / 2.8 hrs on record
Posted: 3 Nov, 2024 @ 12:38am
Updated: 3 Nov, 2024 @ 12:41am

Early Access Review
Game is practically complete now, with the full release being only a few weeks away at most and only fixing some bugs and a little bit of extra content but no major changes, so I don't expect any major changes to how the game plays any time soon if ever. So it's a shame I have to give a negative review because the devs seems passionate and are active in the community. I tried really hard to give the game a chance because I want to enjoy it, but I can't. The combat needs a complete overhaul from the ground up. On top of that the isometric view does not suit this style of gameplay at all, at least not how they handled it.

The main problem is the combat is clunky and unfun. The lockon system is garbage and that's the only way you can ever hit anything because you don't attack where your cursor is but where your character is facing. And you are always engaged with multiple enemies at the same time, forced to abuse the dumb AI to try to fight them one at a time by kiting them until you face only a single enemy. This isn't fun. You also take tons of damage in this game unless you constantly get perfect parries or dodge. And some enemies are not obvious when they are about to attack so getting a parry is very difficult. So you will take lots of damage. This can be dealt with if the combat is actually fun, but it isn't.

Then you've got to run to the nearest city to rest and restock your potions, then go out wandering again fighting more roaming enemies. It's very tedious. Also I don't even know where the experience bar is to know my progress in leveling up. Was I even getting experience fighting those roaming enemies? I don't know, the game doesn't tell me.

The menus are also clunky. For some reason when you click an option it highlights it first instead of using the selection, forcing you to click it again to actually use it. It's clearly designed with a controller in mind.

When you do a fighting area (FA) you have no access at all to your inventory, not even to simply view your stats. You get 4 consumable slots and that's it. It feels so restrictive and I don't like it. Why can't I be allowed to equip the new weapons and gear I found? I get not letting us equip more potions as then we could have tons of potions and almost never die, but still.

When you die, and you will die, you don't get the items you already earned from the FA and must try again. Your equipment also loses durability, a mechanic that was never fun in games. Die a few times and you will find your starting equipment broken and unusable. At this point you may just need to restart the whole game. It is advised to instead fight roaming hostile creatures before attempting an FA. But even those are real tough and will wear you down quickly. Combined with fights having ranged enemies peppering you, forcing you to sprint and target them first, hoping you don't get hit in the back.

Deity selections that are still unbalanced despite getting reported on over a year ago (and being extremely obvious to anyone). Like there's a deity that gives you +8% crit chance vs undead at the cost of -100 health. But another deity gives you +8% crit chance vs everything at the cost of -50 focus (stamina). Another deity gives a bunch of resistances and faster talent cooldown with no cost at all. Clearly some of these are far superior than others.

The talents and such you can learn don't really seem all that interesting, but at least there's a great variety for all different kinds of builds. I expect the game to be very repetitive, so the gameplay needs to hold up and be fun, but it isn't.

Quests are extremely simple being either kill this or collect that, with meaningless fluff dialogue. And there's a ton of quests.

There are no graphical options of any kind. None at all, beyond resolution and vsync.

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What they needed to do was have your character attack in the direction of your cursor, which would make you feel like you're actually in control of combat instead of reliant on the clunky lockon system. Or better yet make this a third person game like the Souls games you are clearly taking inspiration from. There's a reason all Souls-likes are third person with a few first person; because it gives much better control and fluidity to combat.

This game had a lot of potential, but it failed at pretty much everything. I can't really say anything meaningfully nice about the game itself. Avoid at any price, unless the idea of an isometric Souls-like with frustrating combat tickles your fancy.
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Developer response:
Eldacar  [developer] Posted: 3 Nov, 2024 @ 4:31am
Hey there,
sorry to hear you didn't enjoy and found it not fun.

The game is not for everyone, just let me clarify a few points for readers of the review

.Taking a lor of damage unless you get perfect parries
Perfect parry works like this, yes, and you are getting damage depending on your equip. Shields don't absorb 100% of the damage but "a lot" or not depends on many different factors and absorpion values of the shields/weapon you are using

. You need to run to nearest city to rest and restock potions
Nope, you can stock herbs and craft your potions and health regen [slowly]. with Arcane Arts, we've put in First Aid trait too, to recoup health after a FA

. When you do a FA you have no access to your inventory, not evevvn to see your stats and you get 4 consumables slot
It is by design. It could be restrictive for someone, the idea is that you plan moves wisely before jumping into combat, equipping the proper way. That's why you are not allowed to open char sheet

. When you die, you don't get items
Again, by design. FA are basically built to get claimed or die trying

. Durability
It has been discussed a gazillion of times. It is a mechanic that has to be carefully balanced for sure and we've iterated it many times. An average 16 points of durability means you've 16 fight to eqiup properly. Repair Kits are almost everywhere and you can use them whenever you want

. Deity selection
This is basically about numbers and as we've just explained about the 1.0 delays [and in the last 2 years], numbers will be the very last thing to be iterated to minutes prior to the release if needed. Deities incuded [and more]

. Attack direction. If you don't lock enemies, you simply attack right in front of you, as any Diablo-like. You hit at your 12 o'clock, simple as that.

. Graphic Options
It is a game with pre-rendered background runnig 4k on 32:9 also. There is no need of graphic options, everything scales automatically and you can set vsynch and stuff

. About Souls
Yes it is inspired by souls, and iso games. There is no way in the world to reproduce a 3D mechanic in full with iso view and Alaloth is something mid way, trying to do something original. Exactly, there is a reason why souls are third person and it's actually because they are 3D souls like games. This is an iso view RPG, with real time combat

Thanks for playing anyway, hope one day you can reconsider!

Cheers
3 Comments
useless 24 Nov, 2024 @ 4:39pm 
Totally agree with you, if the character doesn't attack in the direction of mouse pointer then it's a no from me too. I've played games which follow this type of combat and it's just not fun; too bad the game was looking promising to me.
Joel 24 Nov, 2024 @ 4:06pm 
Not sure what the dev means by this as I haven't bought the game myself (that's why I'm reading reviews):

"Attack direction. If you don't lock enemies, you simply attack right in front of you, as any Diablo-like. You hit at your 12 o'clock, simple as that."

I've played my fair share of diablo-likes and every single one of them have attacked in the direction of your mouse cursor, never just the direction your character is facing. Path of Exile, Last Epoch, Grim Dawn, Torchlight, Titan Quest, even Diablo itself does it.

If the character actually strikes in the direction it's facing regardless of where your cursor is that is an instant deal breaker for me.
awg 4 Nov, 2024 @ 3:03am 
The automatic targeting is available to help you in combat regarding your play style. Close combat is easier if you have this by default, but if you aim to eliminate archers and magic casters first then you should turn it off. My weapon is two-hander so I set it to Always.

I agree that controlling your character using keyboard and mouse is a bit of a challenge, it's much easier to do this using a gamepad which was the initial controller for Alaloth since the first day of its development, as far as I can tell.

The level-up system in Alaloth is different from usual RPGs. You get each level after you claim any of Fighting Areas scattered around. The system has its limitations so you need to plan your progression, though there is always an option to re-apply leveling points (chaos orb).