It punishes you unfairly, and this gets very tedious, very quickly. Good on a game for having the courage to take things the opposite way, but as I played more and more, I realised that this was not a good choice at all in Crimson Keep on Xbox One, a game in which you die so often, largely because of its mechanics, and through no fault of your own. Initially, I respected this choice, as it’s a brave decision to make, and it could be said that games these days are often criticised for excessive handholding rightfully so at times. But it doesn’t, it sets you right back to the start. After dying for the first time, I assumed that I would be set back to a recent checkpoint. The permadeath aspect is something I wasn’t even aware of going into the game. This is a significant problem in a game that punishes you so severely when you die. Ranged weapons including a crossbow and a magic wand also suffer from the same problem, with a tiny aiming reticle, and even if you’re fairly accurate, a lot of your shots won’t register as damaging the enemies. Initially, I thought I just wasn’t very good, but I realised fairly quickly that it wasn’t my fault. Definitive hits often don’t register, which ends up leading indirectly to your death as you open yourself up to damage. While the controls are simple enough, your weapon swings incredibly slowly, and a lot of the time, the hit detection is terrible. In a game which largely consists of dungeon crawling and killing lots of devious looking enemies, you’d hope the combat system would be rock solid, but it really isn’t with Crimson Keep. The same bland colour scheme is largely used, with some brighter colours in rooms with tougher enemies here and there. Unfortunately, the same can’t be said of any of the environments, and because these are procedurally generated, you’ll begin to recognise the same designs pretty quickly. I dunno, it’s weird, but it looks like some fun was had here with their design. You’ll fight skeletons, weird little goblins who sprint straight at you and weird looking pigs who can walk, I guess. One thing that I can give credit to is the enemy design, which is diverse, and enemies are fun looking, if a bit silly. The game doesn’t hang around, I’ll give it that, and you are left to wander through a series of procedurally generated levels, battling various fantastically weird enemies. It’s pointless, and will just make your experience more frustrating.įrom here, you’re dropped straight into the cave without any explanation, and quickly taught the controls as you go. This third class has significantly less health than the other two, and I wouldn’t recommend it in the slightest. You can pick between three classes a brawler, a wizard, or an idiot armed only with a shovel. There’s a little bit of exposition early on that explains this, but there isn’t much else to go on. Crimson Keep puts you in the position of an unnamed hero who must venture through similar looking caves to try and stop some magic curse or something.
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