Big video game publishers rarely go outside of their own development houses for a new game from a brand-new IP, but that 's exactly what 's happening with Ubisoft, which is set to publish Morbid Metal from first-time developer Screen Juice. We recently got our hands on the Steam Next Fest demo that 's set to drop before the game 's Early Access release later this summer.
If you 're expecting the demo to provide a hint about the game 's story, forget about it. Morbid Metal starts off with a mandatory tutorial explaining your movement and combat systems, and all of this takes place in what looks like a slice of cyberspace. Then you materialize in the real world, where a disembodied voice tells you that you 're destined for greatness. That 's really all there is to it, so those who thrive on lore will have to wait longer to get an idea of what to expect.
The game is set up as a third-person action combat game with roguelike elements. For the latter, that comes through in somewhat familiar ways if you 've played other action roguelikes. The combat areas are randomized in room type and layout, and the visuals look good together, from Chinese-influenced mountaintops to hints of modernity such as laser gates and large metallic doors. Enemies are also randomized, but everything you encounter is a machine because there seems to be no organic life left. Conquer a level, and you 'll get your choice of one of three different boons that range from simple stat upgrades to the ability to conjure a small helper robot to fire off projectiles while you fight. In short, there's nothing new in this regard, but the familiarity is comforting to those just starting to get into the roguelike genre.
As for the combat, it is both familiar and different from other action titles of this type. The game goes for a fast hack-and-slash style, but the initial character has no projectile moves. You also only have one attack button instead of at least two buttons noting various attack strengths. The other buttons are used for special attacks that each have their own cooldowns or use a meter when they 're unleashed. You can dash around the area, and you can do air combos and perform counters, but don 't expect to do any blocking or parrying. The setup may seem limiting, but it works fine. While it can feel like you don 't need as much skill to do create really good combo chains, the button-mashing doesn 't feel so bad in its execution, especially with dodging mapped to a trigger instead of a face button. The flow is fine this way, and those wired to use multiple attack buttons will unleashing flashier attacks since they 'll be using specials more often.
That description of the combat only fits for Flux, the ronin-like default robot. You eventually come across Ekko, a robot that wields what looks like a heavy glaive, so he has an emphasis on slower hits that do more damage. He also has a slam that takes airborne enemies to the ground to play more to his strengths, and he also has a move that launches enemies into the air.
While it may seem counter to his play style, that air move highlights the game's gimmick of being able to switch characters on the fly. Once you unlock a character, tapping their corresponding key or hitting their direction on the d-pad causes you to switch to that character. Everyone shares the same buffs and moves, cooldown and power levels, and switching allows for some combo extensions. For example, the launcher move from Ekko makes for a great setup for Flux to take over with an air combo once you switch. The mechanic makes the fighting feel more strategic and dynamic, and the only thing that may disappoint some people is the fact that all characters share the same health bar. That means switching characters won't extend your life if you're entering a fight with a low health meter.
From a presentation standpoint, things are pretty impressive. This is mostly true for the graphics, which run under Unity, a game engine that can do some good work but is rarely used to push somewhat high-end visuals. The use of old Chinese ruins in foggy mountaintops is becoming more common, but the environments still look nice and well detailed. The same holds true for the characters, even if you wish the camera pulled in closer so that the details can shine through. The audio is also good.
At the moment, Morbid Metal looks intriguing. The fast combat is well implemented, even if it can seem simple at times, and the roguelike elements do a good job of enhancing the feel even if we 're really starting to get flooded with these mechanics now. The game impresses, even if the demo provides only a tiny glimpse of the full experience. You really will need to have all four characters available to see the game's full potential. Hopefully it won't take too long to see that, since the game is scheduled to hit Steam Early Access on August 20th.
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