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Notes -
Vidya thread.
49.4% of players have the "Defeat the Paintress" achievement. 49.0% of players have the "Go back to Lumiere" achievement.
0.4% of players have quit the game mid-cutscene and never launched it again.
Having tired of Hades 2 for the moment and stirred by mentions of Synthetik and Ruiner downthread, I tried Hell Clock to get my ARPG/top-down action fix. The premise seemed solid enough, and the Curse of the Dead Gods-esque artstyle feels fresh.
About 6 hours in I must surmise it is... not good, i my humble o. In brief, Hell Clock feels distinctly like a game made by someone who really likes ARPGs generally and PoE specifically (with a touch of Hades, ironically), with zero actual understanding of what makes these games work.
Un-briefly:
+ I found the artstyle quite nice, although the levels themselves are fairly barren and the style makes projectile spam really blur together as a side effect.
+ The character controls well and movement is responsive, Hades-tier is the highest praise I can give it. WASD really oughta become the new standard for ARPGs going forward.
+ Voice acting sounds good, although a language I do not understand.
- Its most glaring con is that many game systems were evidently made by someone who does not understand how roguelites/ARPGs and
metafaggotryoptimization works. Examples galore:- The levels are static, never changing throughout runs. It actually took me a few runs to nootice because that's like, the most basic expectation for a roguelike, but once I noticed my enjoyment fell off a cliff; I have no idea how you sustain interest in such a game without at least a token effort at procedural generation. This alone is a black mark on the game in general.
- The starting skill variety is far too limited, and more skills only open after beating Act 1 (which took me most of the ~6 hours), at which point your interest may or may not be gone. Mine certainly was.
- Gear is permanent and you do not lose it between runs, but the only things it gives (as of Act 1-2) is flat stat bonuses - HP for body armor, base damage for weapons, movement speed on boots etc. There is no variety, every slot is literally one stat, and the only upgrade is number go up. For an ARPG this is a fatal shortcoming; they even know how to do it,
Sanctumrelics (your other kind of equipment) are properly random and roll affixes! Maybe this gets better later, but with no actual stash for gear (how?!) I highly doubt it.- The skill tree contains passives that increase dismantling yield and make upgrading relics/gear cheaper - forever dooming your autism to respec every time you upgrade your shit or clear out your stash if you want to make the most of it. For extra aggravation, the only respec option is to reset your tree entirely instead of deallocating points one by one.
- [cw: autistic rage] Mechanics are extremely hit or miss, due to the limited skill variety you are more or less corralled into a few working builds early on. Bleeding specifically is an outright scam: the mechanic is lifted straight out of Last Epoch so I quickly figured out how to work it, but I noticed I am not doing nearly as much single-target damage as I expected to. Bleeds just didn't seem to stick to bosses despite gazillion small hits per second, and at the Act 1 boss (and after a bit of googling) I finally realized why: bleed damage is unrelated to the hit that applies it, but bleed chance somehow still directly depends on it - bleed chance is greatly reduced the less damage you deal relative to total HP! My only damaging mechanic is directly countered by an affix-less wall of HP, the kind that bleeds are supposed to be good at killing in the first place! Spending literally 15 minutes to plink the boss to death due to my main damage source ceasing to work was the final straw, I alt-f4'd out of the game shortly after.
This actually gave me painful flashbacks so if any mottizen ever makes an ARPG, carve this insight into your psyche: any damage mechanic that can plausibly be played as main DPS must never be entirely negated by things outside the player's control! Leave damage immunities in 2000 where they belong! None of that "500% bleed resistance for undead" muh realism bullshit! Even
Chris fucking WilsonJonathan fucking Rogers, the king of player-hostile game design, figured out this part immediately following PoE2's release!- The admittedly novel setting of 19th-century Brazilian badlands appears to mostly cash out into incessant glazing of the Canudos, victims of the eponymous massacre. I suppose alt-history is a perfectly cromulent narrative device, but by the time I encountered... checks notes Head-Cutter (in actual, literal hell!) I completely checked out of the narrative, it is impossible to take seriously. This kind of hamfisted political narrative never fails to give me the ick regardless of subject matter; I know nothing about the Canudos but I will be entirely unsurprised if they were actually some sort of horrible militant sect with plenty of chips on their shoulders that required direct gov't intervention to root out.
((Out of curiosity, does somebody know of a game extolling the virtues of jingoistic imperialism and brutal colonisation? Off the top my head I only recall Broforce and New Vegas: Sneering Imperialist edition.))
In short, I did not entirely hate Hell Clock but it wore out its welcome remarkably quickly and I am glad I picked up the uh, extended demo version from the high seas instead of buying it. Just play Tiny Rogues or something instead.
I generally share your assessment, though I don't think I hated its flaws quite as much as you and stuck it out slightly longer, getting halfway through Act 2 before dropping it.
The permanent gear does get a tiny bit more creative in Act 2 with occasionally having an affix, or having a different boost (a belt that increases the duration of your status effects instead of boosting your max damage), so there are tradeoffs. But with no storage for it you kind of have to commit to a build long-term since swapping can only be done when you find a new piece, which is stupid and makes the game more repetitive (which it already was). They should have stuck to the main skill tree for straight stat upgrades and used the Relics as gear.
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