Morbid: Lords of Ire Review - I wanted to like it......
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- Опубликовано: 27 авг 2024
- So close, yet so far..... This game has some good things with potential to be great things. But it also has a game breaking flaw! In this video I will be reviewing Morbid: Lords of Ire. I'll give my thoughts on what it does well, and what it does... not so well. Enjoy!
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I will never understand why they went from a unique visual style to something that is barely distinguishable from any other 3rd rate soulslike.
I never got a chance to play their first one. But I have seen a lot of people saying similar things.
Agreed. Super disappointing. The original is beautiful and super atmospheric. This is Dark Souls clone #204.
Seriously who's decision was this?
@@General_Ox I do hope they try again, though. I think there is potential here.
There's nothig unique in the first game, there's tons of pixel art souls like games, literally tons.
It went from a 2D pixel souls game Seven Acoylte to a 3d souls game Lords of Ire. The devs really want to try their entry in the genre. I wonder if the defect is a hold over from the pixel game design. Horde of enemy might be acceptable as you have a better overview of the battlefield.
Yeah I've been playing Ire and he hits pretty much everything on the nose. The first one is so much better and yes the closed off horde of enemies worked better in Seven Acolytes. Some points I would add is that I like the Blissing system, I really like the maps in Ire, and the rune system to tinker with how you weapons work is pretty interesting. Overall I really do argue with this review. I really wanted to like this game as much as I did the first, but performance issues coupled with nothing stands out as being special from a design stand point has put this game on the back burner as I finish Another Crab's Treasure and another playthrough of Elden Ring.
Yeah. I think 2D would probably work. But not 3D. I think there is a lot of potential here. And I hope they learn and try again. But this one just ain’t it.
Fair review and I sympathize with many points here. Only thing I would quibble over is the final assessment to play Elden Ring instead, a throwaway and obvious suggestion. Anyone jumping into Lords of Ire when they haven't played ER yet is doing it wrong. Consider, though, that most of us have already played the S and A-tier soulslikes. Here's what I'd like to know from a review of an indie soulslike: I know it's not remotely in the same strata as FromSoft titles, but where is it on the spectrum of quality between Thymesia and Lords of the Fallen (2014)? Should I play it over Ashen, Asterigos, Hellpoint, and Chronos: Before the Ashes? Is it worse or better than Steelrising, Surge, Mortal Shell, etc.?
The "just play Elden Ring" thing is meant as mostly sarcasm. Basically saying that this game is so bad you shouldn't even bother buying it and go play something you know is good. Elden Ring is just the most well known (and my favorite souls game). You do bring up a good point about comparing it to other indies that are more comparable to the games studio size and budget. Thanks for the comment!
@@MattackGaming Hey I just finished this game and managed to get the platinum for it and so I wanted to say your review is very spot on. Especially the whole invisible barrier design with enemies you have to kill before progressing; dear lord these were awful. Here's a few others things I wanted to point out that weren't touched on in your review:
-It is bloody difficult by soulslike standards. Right from the start the enemies hit hard, like 2-hits-and-your-dead hard. It's disheartening to keep dying when learning the riposte mechanic against enemies with telegraphs and animations that are too fast or difficult to read for a tutorial area. Other enemies have high poise and dense health pools that seem overtuned. Riposte/parry is often the only safe way to consistently defeat enemies and conserve healing. Attacking head-on often means trading hits and so I opted to always wait for the enemy to attack first and parry instead of being aggressive. This kind of combat is good if the enemies aren't so tanky and dangerous. They take too long to kill and one slipup is punished severely. In Cinder Valley it takes 20-30 seconds at a minimum to defeat a robot or cannon ogre.
-Rimehold, the tutorial area, is the hardest first area in a soulslike that I've played. Without the means of improving through gear or stats apart from grinding skill points it felt like Sekiro: either get gud or quit. The undead enemies and the ravens have really tricky parry timings, the 2-axe wielders hit like trucks (and you often fight two at a time), there are archers sniping all throughout, and on top of that are knee-high snowbanks that slow the player down as if you're in a Dark Souls swamp. The first acolyte boss moves and attacks like a Bloodborne boss, has two phases with separate HP bars, you've got about 3 or 4 heals if you found all the healing shards before this boss, and your unupgraded weapon at this point merely tickles. You've got to parry in this game or you will have an excruciating time.
-Ganks are too prevalent. Fighting multiple enemies is fine, but the enemy composition should be thoughtful and designed to be handled strategically: a mix of slow, fast, melee, ranged, etc. Here I would see duplicates of elite mob types or a composition that was too unfair (cannon ogre and two robots with obnoxious grab attack). I'll cite the palace entrance in Dunghaven too, which had I think 4 elephant men, 2 electric cage guys, and 2 bomb-throwing skeletons. They don't space out very well and clip into each other or get stuck in the environments so I can't survey the field and read all of the attacks; it's too much to process and seems artificially difficult. Much of the enemies in Cinder Valley were so overtuned. The way aggro works, I couldn't really pull individual mobs consistently without the others alerting and following. If the enemies were more spread out the pacing of combat encounters would improve.
-Enemies, bosses, and breakable crates/barrels don't drop items. This is bewildering and robs the player of reward or discovery. The early game is so stingy with consumables that it trained me to disregard them altogether. I ran out of healing grubs in Rimehold so I stopped using them at all. As often as my insanity meter is causing problems, I don't have enough balms to deal with it, so I stopped using them. If the item drops were more plentiful, this would encourage their usage. Sure this can also be true in soulsborne. but there was always a steady influx of regular consumables. You could get them as random drops or buy them. Here, they are finite hand-placed treasure in the game, which makes them as valuable as a divine blessing from the DS trilogy; hence you never use it.
-Getting stuck in the environment happens a lot. I got stuck about eight times and had to quit out to fix the problem, but of course I lost significant progress since the game doesn't autosave every few seconds. Restarting the game spawns the player at the last checkpoint shrine. A simple solution and a beneficial feature anyway would be letting the player warp back to the shrine via homeward bone or darksign equivalent (instead of losing exp upon teleport, perhaps the player loses their exp multiplier).
-In the first half of the game I struggled enormously and then again in the last Thorax level with the gauntlet rooms and a final boss that is one of the worst bosses I've seen in a soulslike. These gauntlet rooms with barriers that only lower after defeating all the enemies are an understandable inducement to rage-quit. I don't even know if you got to the last biome, but there is one gauntlet in the last section before the final boss with about 5 insectoid enemies and one of those egg-laying elites that was as much of a brick wall for me as the hardest Sekiro bosses. I could not understand how this got through a single playtest. These egg-laying creatures can knock you down and one-shot you with an unblockable attack, and they lay eggs infinitely, which spawn slug enemies. These slugs have a ridiculous amount of HP and do shocking damage. You must take out 5 regular insectoid guys first before focusing on the elite or you'll be overwhelmed and your attacks interrupted by all the slugs. Oh and there's also puddles of poisoned water that damage you here. It's an excruciating attritional fight that beggars belief. The fact that you cannot run past them because of an artificial barrier makes this the hardest moment in the game for me. I had to kite about 20 of those slug enemies and do hit-and-runs to get through this. Being smarter with items would have saved me some grief, such as using shrooms and perhaps a distilling darkness to sneak up on the egg-laying elite and get a strong hit in before everything aggroes.
-The final boss is among the worst in any soulslike. The arena is garbage because most of it is submerged water that slows you down. You end up fighting on little tiny islets and so you can't move around much. The boss spends most of the time out of reach. Even when she's near you and floating a couple feet in the air, my 2h axe wouldn't reach her. Her attacks are relentless like a Bloodborne/Sekiro boss and infused with awkwardly-delayed telegraphs and animations that always feel off rhythm. When it appears natural to react or dodge she's always a millisecond late and I get hit. She has an enormous health pool and a sudden flurry of attacks in her moveset that I could never get the parry timing right against; once you miss the initial parry of the opening combo, the rest of hers will hit or eat up all stamina blocking; dodging to the side doesn't even mitigate all the damage. Even on NG+ with a broken OP upgraded weapon I found her so obnoxious just because I had to keep waiting for her to get to the ground so I could hit her one time before she teleported elsewhere and across the arena again. This is the most unfun boss I've faced in a long time and it was the epitome of how to design a boss to aggravate the player: restrict your movement in a large arena in which 90% of it is unusable, put the boss out of reach for a majority of the time, and tweak all of its attacks with unnatural timings that defy anything the player has been accustomed to from a long history of soulsborne and soulslike boss design.
-The game, however, was much improved in NG+ after I used all my Cosm stones to upgrade a weapon I liked using. Since NG+ gives you the option of not increasing the difficulty but just replaying NG content, it was a fun revenge tour to go through and steamroll enemies in 1-2 hits that used to take me 30 seconds to defeat. So I will say the game starts out and ends roughly, but I enjoyed my time in NG+ to suggest you might like to give it another chance. The best advice I have for anyone struggling with the game is to pick a weapon type you like using and find a version of it to pour all your upgrades into. Start early, such as in the second Dunghaven or third Cinder Valley biome. Every time you get a Cosm stone, use it to make a grand rune and keep on upgrading the weapon constantly. Don't make my same mistake of neglecting weapon upgrades until mid-late game.
-Otherwise, play Bleak Faith. It's janky for sure, but a work of art and far more enjoyable to explore and experience.
@@johnbaga1191 Wow! Great points! Very insightful. You'd make a good game reviewer.
Yes, I did make it to the area just before the final boss with that egg layer. That is actually what pushed me over the edge and sealed my decision to quit. It was such a poorly designed, lazy approach to difficulty that I just couldn't di it anymore.
Maybe someday I will circle back to try NG+, but I doubt it lol
Bleak Faith is actually next up for me to review now that I posted the Deathbound review. Spoiler alert, It's not gonna be a positive one. Thanks for your input!
Im actually loving this game, i never played the other mobid games either
I'm glad you are liking it. I never knock on someone enjoying a game. Even if I didn't.
@MattackGaming yhea I usually like stuff that most people don't, I mean I like redfall as well
@@rayosborne8617 Oh wow! I haven't played Redfall. But the hate on it has been pretty intense lol
@MattackGaming yhea it's why I say each to there own
True. Just play what you like and ignore the noise.
if the game had Stellar Blade style outfits for the hero, it would have sold millions.
lol this is true!😂 a little jiggle mechanics and you are in business!
Stellar blade plays much better.
You can replace Eve with a dude, and the game still would’ve been a 8/10. Eve just adds more to it.
Nah...she look a man.
Not true bro, this game problem lie in boring boss/level desire and very questionable horde of enemies, like being forced to run around and kiting 10 tanky ass enemies while trying not to fill up insanity meter is beyond my mental tolerance man. The worst boss in Stellar Blade is still better than this game best boss man.
Please turn your microphone-volume up the next time.
and you sound bored
Will do. Thanks for the feedback!
@@MusicForMyDemonsor turn up your volume with your remote or make the choice not to watch him especially considering he doesn’t even have to do videos at all it’s his choice that he does so people really don’t have the right to complain 👍
I enjoyed the game. Especially for under 25 bucks.
Yeah. I would agree with you if it weren’t the horde of annoying enemies problem. If it wasn’t for that I would say this game is a good value.
This feels like a no brainer question but do you feel like the gaming market is over saturated? I feel bad for "wannabe game devs" but either they have very little experience or non at all and they poop out a game and I feel like they barely did any testing and just either are delusional and hope its like the next Minecraft or just throw something out there to get started, if it works great if it doesnt who cares, or they are using that game as a way to get their foot in the door to AAA gaming companies to work on better titles.
Man, your guess is as good as mine. The gaming market is definitely saturated a little bit. Everyone is trying to get a piece of the pie. Especially in the soulslike genre. Which, as my favorite genre, I am not mad about. But I do think it is having some effect on the quality.
I’m not sure what they were thinking with this game. Maybe their production costs were so low they didn’t really need it to do very well to be profitable. Maybe they were trying to take a good stab at it in hopes of accruing experience and maybe securing funding for a future games. Idk.
I do hope they try again, though. Cuz I think there is something to this game that could be good someday.
Yea, I've only just got the game, and i am regretting the purchase. I do think it needs a shop and enemy drops. They could easily add money to the game and make that something you lose upon death. I agree that it needs a levelling system. I'm struggling with the first boss tbh, took me ages to beat its first form. Nothing really seems like an achievement, just a relief that it's over. I find darksouls addictive. I just find this frustrating. Yea, I'm not enjoying it.
Yeah. I wish I could tell you that it gets better. But unfortunately, I think it gets worse. I mean, I think it has some good things. And there is some potential of a good game with some tweaking. But what they have now ain’t it.
Hey! Yes..it absolutely gets worse 😢 sadly…and the closed areas are total BS. So disappointing.
Nice Video! Great job, you have my sub 🤗
Thanks! glad to have you!