We previewed Steelrising, a spirit of spiders set during a cool alternative French Revolution.
It’s really hard to fathom what drives so many teams to try the soul-like path. Sure, making a video game is never easy, but when it comes to metroidvania or 2D puzzle games, if nothing else, the technical requirements tend to be more manageable than average. On the other hand, a 3D spirit-like game is a title that requires very competent designers in combat and level, difficult to balance and manage, and has to contend with some excellent quality video games, led by Elden Ring who raised more. bar.
However, whether for the charm of the structure of this subgenre, or for the pity of arrogance, someone periodically always tries to get into the mix with some variation of the theme. Who else did it? French spiders, if nothing else has already been active for many years and known for their fickle efforts in the RPG field. Anyway, we have to say one thing: Their Steelrising starts off from the strongest of narrative and technical bases, and it certainly wasn’t impossible that by learning from past mistakes and exploiting the experience gained, the Spiders were able to come up with something sensible that exceeded expectations. Only then did we get to Try Steelrising And the result … Well, we tell you about it in this useful article.
Long live the revolution! Too bad for the way things are.
there Storytelling We told you about “Forte” simply derived from spider selection to refer to an alternate version of the French Revolution, in which the people of Paris were annihilated by the mad King Louis XIV thanks to an army of violent robots. You, in this turbulent age, take on the role of Aegis, de Faconson’s masterpiece who has built a horde of monstrous robots from which it all began, and is sent by the Queen herself to Paris to investigate what happened. And search for the rest of the royal family.
The premise is objectively brilliant, and goes along with a completely different management of history than is common in Souls; It’s unfortunate that The Spiders put him on the field with so little ingenuity, starting with a boring opening video with too much exposure, and continuing with a series of letters and testimonials strewn about maps that don’t seem to fully make the most of the possibilities. In general, however, it is a really special place, which gives a bit of healthy exclusivity to the title and “protagonist” and is treated more than deservedly from the point of view of art direction.
In fact, the problems with the game lie neither in the plot nor in how to manage its settings. Unfortunately, it’s a combination of technical and design shortcomings that have left us a bit dumbfounded; And if the former can still be fixed on the one hand, then the solution of the latter will be less easy. Let’s start, for example, with extreme rarity Game improvementgiven that in a configuration armed with a GeForce 3070 and with components of all respect, the performances were literally among the worst I’ve ever seen using this computer.
If that’s not enough, then I Collide During the demo they were on the agenda, so there is clearly a lot of work to be done in terms of stability. Without wanting to be too negative, it’s at least clear that there’s still a lot of clean-up work to do, given the game’s horrible load times, and lagging loads of most titles in Unreal from the past decade. The design we tested may not have been very recent, but the release date is set for September 8th and we don’t think we have much time to fix these flaws.
When you switch to a file fightingIf nothing else, things quickly get nicer. Aegis can use both fast and charged attacks, has a stats based growth system beyond Dark Souls, and the game seems to boast Fantastic variety of weapons (These also have damage bonuses related to stats that work roughly the same as seen in FromSoftware games.) Each maneuver has a certain “weight” that gives the clashes physically more than value, and the tools of death have very different combinations of moves, completely changing the gameplay from one to the other.
Not only that, every weapon has special skills From shields to countermoves – passing through a series of initial strikes and attacks – it is possible to equip two at the same time and switch between them, there is even arms For those who want to fight from a distance (although bullets that fall from slain enemies are required). This general complexity is further amplified when one takes into account that the total consumption of stamina blocks the attack for a few moments, and there are specific core weaknesses in the game that can give massive advantages.
At first glance, such a layered system seems like a blessing, not to mention that Steelrising also offers a jump button for more verticality of movement (and maps, therefore) and combat maneuvers in the air. However, as you go into more detail, you begin to notice cracks in the metal. The elemental system In fact, mentioned above, it is so poorly balanced that it can be abused to say the least. We found the ice element gun early on in the game, only to find that almost any early stage enemy, bosses included, can be frozen with handfuls of bullets from a safe distance and then shredded with easy combos.
That wasn’t enough, some enemies have mostly low range-of-action attacks, and hitting them jumping with certain weapons that can make you float for a few seconds (especially some agility-based weapons) is a great way to destroy them with very limited risk. L ‘Artificial intelligence It doesn’t help: The crazy automata’s patterns scattered around the maps are aggressive and sometimes have really annoying tracking moves to contend with, but their behavioral routines sometimes malfunction or react poorly to the protagonist’s simple proximity. It’s a shame, because by tuning the systems better and working a little bit on the AI, Steelrising could have completely convinced us of this point of view. But the omissions are noticeable, especially for a longtime player Souls. If there is nothing else in the game, there is a tick “auxiliary mode“Which could literally cancel out the difficulty, for those who’ve been complaining about this lack of genre for some time; however, as mentioned, we don’t think an experienced player would have much difficulty progressing, given a flaw in the system.
Maps aren’t getting any better either. In fact, the jump caused the spiders to enter elevated platforms and paths into the maps, but when you go to evaluate level design The actual limitations of the team are clear. Practically speaking, the entire map of Paris (the second map right after the tutorial) is just a collection of walkways and squares laid out in a circle and connected to basic abbreviations. The only theme differences are dead-ends with extra chest or enemies at the end, for a really mediocre overall quality that doesn’t particularly push you to explore.
It should be noted that after opening the first “serious” head dog which allows you to reach high areas that were previously very far away (and there are other tools with similar functionality that are still unknown); Who knows then that things will not improve, even if we find it hard to believe by noting the simplicity of the morphology of the sites visited.
all in all? It’s kind of a loss, because there is undoubtedly a great concept behind the game, along with a combat system with great potential. However, the vulnerabilities in the team have clearly affected production, and we find it hard to believe that there was a major shift or development at launch.
Even with a very clever concept and combat system chock-full of respectable systems, Steelrising seemed to us like a soul wracked with a versatile ingenuity that doesn’t underestimate the quality too dramatically. Sure, we’ve only seen the first part of the game and it’s too early to let go, but overall we doubt he could suddenly put himself at the height of the complex genre. We’ll evaluate it in more detail when we have the full code on hand.
- A very interesting concept, also from a narrative point of view
- Advanced combat system full of possibilities
- Several innovations in design reduce the overall quality
- The demo was tested very poorly