Loot River | Review in 3 Minutes
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- Опубліковано 2 тра 2022
- KC Nwosu reviews Loot River, developed by straka.studio.
Loot River on Steam: store.steampowered.com/app/14...
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Those are some neat water ripple effects! Looks quite different too.
Just flipped through several dozen of these reviews, cause I like the channel, & I like to read the comments, but this one I've played, & I'll stake my reputation as a 33 year gamer on it, it's AWESOME!! I absolutely loved this game. So different from anything else I've tried. They could've gone a bit more... in-depth, but I say that about basically every game I play, there's ALWAYS something I wish they'd done differently or better or whatever. But yeah, it's great.
Thanks for another excellent quality review, KC! This looked interesting but I don't have the time for a punishing roguelike at this stage of my life
I liked the game way he talks about it sounds like a hard game but it’s pretty medium difficulty
The best review I have ever seen. Very fast and accurate.
It sounded solid until you mentioned what makes it a rogue-lite and then it just sounded more punishing than the average.
Then again, I've beaten One Step From Eden so I guess it might be right up my alley.
Man I wanted to get into one step from Eden but it takes time imo. So fast paced and gotta learn what everything and everyone does while you do so. Idk I abandoned it to play other games on my list
@@doughenry4172 It's seriously rough, especially in the early game when you don't have some of the more game-breaking spell/relic combinations unlocked. I still haven't beaten the merchant, but I've at least gottena full run through the true end with one character.
It may have taken a year of turning on the game and trying, but I finally did it (I'd only play for about an hour or two at a time to maintain sanity).
I beat it on Xbox, & I'm not too great at gaming in general, it does take some time to memorize the levels & subsequently master them, but it never felt like a chore. I did rage out a couple times, but never to the point of wanting to quit. Very worth it.
Yeah I was gonna ask: are those characters actual pixel art or just some filter on a 3D model. Because the animation is ridiculously smooth but I don't like how they look.
Definitely fake pixel art made by putting a filter on 3d models. No actual pixel animation made by humans would have that many frames, or pixels placed in such a poor, difficult to make visual sense of way. The environments are real hand-made pixel art and look great, but the characters just faked it and lead to the worst looking option of all.
@@Alloveck that would be my conclusion as well. Kind of sad that the characters ruin the look like that.
@@unvergebeneid It really is sad. The environments look so good, the best pixel background work I've seen in a long time in fact, but then the character visuals just drop the ball completely and drag the whole thing down.
Some aspects of this remind me of Hyper Light Drifter
"The premise is as murky as the waters you cross." And that is Nick pays KC the big bucks :)
That’s not what he said lol
"The premise is as murky as the water you float across." Learn to listen.
this game seems interesting I'll try it at some point
Are you gonna tell us about that exploit?
Needing to unlock the loot pool is one of my least favorite roguelike elements. For indie titles that usually don’t have a massive item pool to begin with it hurts the experience of the first few runs, they only get one chance to content shock you for the first few times. The drip of unlocking items to loot means you already know that you will find it and it will never really awe you with variety.
yeah its the one reason i have a hard time getting into dead cells, its almost like you ARENT supposed to be able to win when starting out, and the game gets easier, not because you get better, but because the items you can now get after countless deaths make you that much stronger. Like buying extra uses of your HP potion for example.
I always felt like it was a cheap way to add fake difficulty to the game.
@@nviwraith5271 It's why I don't like roguelikes in the first place.
My major issue with rogueliKes/rogueliTes is that progression feels artificial. It doesn't feel as if you're getting better; it feels as if the game is becoming easier because you're getting stronger after gaining abilities, upgrading them, equipping better items, more items, etc. Compare this to non-roguelikes or games with no skill trees. The levels get progressively harder, but you're not getting much stronger, so it's mostly up to your skill to beat them.
@@Maver1ck101 i still think some do it well, dead cells is just an extreme example because so much is locked at the beginning.
Hades and noita does it pretty well, hades has a really good story to go along with the minimal unlocks.
And noita is mostly about testing wand build and synergies, nothing is really locked at all.
I love roguelikes, one of my fav genres next to maybe ARPGs like Path of exile etc...
@@Maver1ck101 have you never played an rpg in your life? lol everyone loves levelling up, skill points, upgrades, looting.. etc. Binding of isaac, one of the best games of its genre, has hundreds of items to unlock/find. Just have to do it the right way.
Ah so the potion dupe glitch is probably going to be patched soon then
Remember when "rogue-like" meant the game was in some way similar to Rogue?
Pepperidge Farms remembers.
To be fair this game is a rogue-lite, but even the developers may get the two similar yet different genres mixed up, seeing as they call this a roguelike in the games own description on the Xbox store
Regardless, your joke still stands when it comes to most actual roguelike games lol
186 Potions? :D
Unlike Loop Heroe this sounds like frustration instead of challenging fun.
Unfortunethly at this game the perish is a permadeath like in hardcore, and like in the former competitions DESCENT RACE and DESCENT CHAMPIONS and ENDLESS LEDGE from the game PATH OF EXILE and the competition BATTLE ROYALE from the game PATH OF EXILE.
Has anybody figured out how to do the health exploit yet?
maybe just give all your potions to the npc, die on purpose immediately -> get double potions. give all to the npc again, die again -> quadruple the potions etc.
After finishing the first stage before you go up the elevator give Soap all but 1 potion then move away from him so he stands back up. Exit the game and reload it. You should be able to collect your doubled potions. rinse and repeat. I've only had it work during that interaction and as long as I maintain at least 1 potion on me.
Combat in this game is a mess. Puzzle elements frustrate as well because sometimes you want to proceed fast, but these tetris-like platforms stuck in the way you cannot solve even in minutes. Also, it's difficult to unlock any weapons/helmets/spells before level 3, so you're running with only sword like a madman and hating every creature on this planet. I'll better stick with Curse of the dead gods for another 100 hours
@Nykaitcha 100 % it could have been much better, there is a lot of potential, but all we have now is annoying levels and just bad system of unlocks. I heard that some reviewers have beaten Loot River under 6 hours and there is nothing to do after, besides unlocks, and that's a shame for rogue-lite. Compared even with Scourgebringer, for example as not too deep rogue-lite, it's a pity. About pixel-art - I understand you, I feel the same, but what is sad in this case, it turns every combat situation, which is not 1 vs 1, into a bloody mess and you cannot see the thing until you or all of your enemies died.
@@magnolia549 there is nothing bad about pixel graphics until it affects gameplay or combat. In this case - it affects (or it's just gameplay and combat done bad, I don't know). You just can't control the shit around
@@magnolia549 I doubt that. I think pixel art is way costlier than using a readymade 3rd party engine like Unity or Unreal to make 3D models. It's why fighting games have pretty much abandoned pixelated sprites. The entire genre uses 3D models now, with a few exceptions. I see a lot of indies with low-poly art styles these days and I think it's they're way easier and more cost-effective than pixel art.
@@Maver1ck101 Pixel art done right can come off as very unique though. I'd say it's cost effective while also being able to lift the experience of the game when done right. Some games just look stunning with their art style.
Tried this game out for around 30 minutes, and it was horrible dying I really wish I knew perma-death was in the game before hand. In my opinion it's sad to see the same game mechanic being over used in these games, as you can tell I am quite tired of that mechanic. :(
At first it appears very innovative but then falls back on punishing roguelike mechanics. A shame.
Kinda sounds like a skill issue
I hate roguelike so much
@@sikisikiamimis skill issue
@@afaxmachine5045 Skill issue or not, if you don't like it, you don't like it.
@@bulwarkk LMAO
Skill issue has nothing to do with roguelike mechanics. My major issue with rogueliKes/rogueliTes is that progression feels artificial. It doesn't feel as if you're getting better; it feels as if the game is becoming easier because you're getting stronger after gaining abilities, upgrading them, equipping better items, more items, etc. Compare this to non-rogueikes or games with no skill trees. The levels get progressively harder, but you're not getting much stronger, so its mostly up to your skill to beat them.
I'll pass.
Okay, this game is literal bullshit, it's fun as hell but it's bullshit.
I couldn't imagine anyone beating this game without the exploit, every time you die you are COMPLETELY reset, leaves you with no experience, loot, coins or anything in return.
Rouge like are suppose to reward you with your next run, make the next attempt easier, more powerful, but loot river doesn't do any of that, each run feels just as punishing as the last, build diversity is out of the window because you have no idea what you are going to encounter in the next run and you keep non of the current gear.
The map is a big labyrinth with tons and tons of enemies, with no way to sustain yourself you are likely to used up all your heals items before reaching the end, which makes exploration completely pointless.
Roguelikes are games that have no permanent unlocks. RogueLITES are what have permanent unlocks and loot river falls into that category. When the game first launched I would have said that yeah, progression was pretty shit, but after some patches, it’s fun as hell. I just wish there were more fun modifiers and weapons/armor/spells
Dam... the controls are abysmal... one of the worst I've seen... in settings you can't even bind stuff to your mouse... EVEN THOUGH IT SAYS KEYBOARD AND MOUSE IN SETTINGS... smh
DISSAPPOINTIIIIIIIIIIIIIIIIIIIIIING~
Rogue-like, Rogue-lite, Soul-Like, Pixel-Art (here: pixelated 3D, which looks really bad). Are there no new ideas für indie studios?
Not sure what you mean, there are hundreds of unique indie games being released on Steam and other platforms.
These are popular genres that you've mentioned, but we are completely spoiled for choice these days.