

Outside of the frustrating enemy placement and the overly restrictive health and save options, The Lost Gods does hold a lot of promise. This even extends to some of the puzzles, where simpler puzzles dump enemies on you when you trigger something, as opposed to making you work out a Rube Goldberg-style contraption like the more complex in-game brain teasers. Instead of placing enemies in creative ways, The Lost Gods feels like multiple ambush waves were used to artificially increase difficulty and play time. I did get the upgrades, but the enemy placement kept getting worse. Refusing to be beaten, I forced my way forward, convinced that with enough swearing, I could acquire the next round of upgrades and all would be right with the world. It was at that point I was convinced that the game was taunting me. I made a beeline for the closest one but was taken out before making it there. I was low on health and needed to get to an altar before I could heal or save. There was much rejoicing, but alas, it was not meant to be. Then I came across a treasure chest, and it had what I needed! I was walking around the beach areas for quite a while, hoping to spawn the right enemy, with no luck. For example, at one point, I needed a specific number of shells to unlock a miracle and move on to the next island. Others are rarer, and treasure chests can be brutally random with their content. Some resources seem common and easy to find. You have the ability to improve your health, stamina, and other abilities by using resources to add enhancements to weapons, armor, and abilities, but it's not a direct or transparent system. If you die, you lose all progress since your last save. You can't use an altar if you're in combat or have recently run from combat and have hostiles looking for you. You can't restore your health (or save your game) unless you're at an altar. You can enable a freeze effect on your weapons, but it is random, and you cannot damage a frozen enemy. They're going to be aggressive and mob you. Not here.Įnemy behavior and your abilities remain tuned as if you were still playing in the third-person view. Down a health potion as soon as the second wave appears, so you're ready to go. Freeze specific enemies to temporarily lower the threat. Fire off an area-of-effect spell to control the crowd. That's right just when you've cleared out a group, a new (and usually more powerful group) teleports in, ready to kick your little keister. The teleporting enemies are also how the second and third waves arrive. If this were an occasional issue, I'd chalk it up to random encounter design. Many times, they'll teleport in, just as you walk through an area. It also worked here, at least for the starting area, but it quickly became a source of frustration due to how The Lost Gods throws enemies at you.Įnemies aren't always visible on-screen. When I played the base game, this worked for me since I was better at dealing damage than trying to tank something. In keeping with my play style, I focused on upgrading my ax to level three before upgrading other items. Sound familiar? It should because you did all of this in the base game. This means a retread of the skill tree, and it also means leveling up weapons and armor. Since Ash is new, she started out with a limited move set that has to be expanded by learning new powers. Since Fenyx is a background character here, you play as a new character named Ash. "Annoying" is also a good word to describe enemy encounters. Getting fired on by an enemy that you cannot see or target because you can't look up isn't challenging. Here, it is possible for enemies to fly or move outside of your view, while still holding aggro and being viable threats. Part of that prowess was being able to quickly ascertain where enemies were located and focus on the most immediate threat, especially if you were fighting more than one. One of the elements that made the base game work was Fenyx's mobility and combat prowess. By itself, that isn't a deal-breaker, especially if the limited vision were used to integrate puzzles.įlying enemies are an issue, though. This often means that portions of the world are above your field of vision since you can't look up. Because of the fixed camera, you no longer have the ability to look around freely. Why is this an issue? The big one is the camera. Enemy behavior and level design haven't changed. It's just that the camera has been pulled back and placed overhead. Shortly after you begin playing, it is obvious that the engine is no different than before.
