Crooked Bee
(no longer) a wide-wandering bee
Tags: BloodNet; Microprose
BloodNet is a 1993 adventure/RPG hybrid that has been recently re-released on GOG. In this review, community member Satan in the Suburbs attemps to find out if the game is worth your hard-earned $5.99.
According to him, the answer is a no:
Read the review in full: RPG Codex Review: BloodNet
BloodNet is a 1993 adventure/RPG hybrid that has been recently re-released on GOG. In this review, community member Satan in the Suburbs attemps to find out if the game is worth your hard-earned $5.99.
According to him, the answer is a no:
Most characters are completely one dimensional: instead of complex personalities with more than one flavor, more than one outlook, most characters have one personality-tick that's driven into the ground. The exceptions are the characters who are so bland that there's nothing to comment on. There are also some references to real people in-game (ex. Kafka, Nietzsche, Orwell, Sterling), but these references are little more than name-drops. Some of them don't connect with the game at all, as if the writers are just trying to impress you.
Any writer worth the title knows that character development is what makes characters have life. In this area, BloodNet falls completely on its face. There is absolutely no character development to be found in BloodNet. Every character is exactly the same at the beginning of the game as they are in the end. Any obstacle in BloodNet exists solely for the sake of gameplay, as opposed to an obstacle that, when overcome, changes a character's outlook. Each character arc is completely flat.
[...] The combat system is by far the weakest aspect of the game, and it's a shame since there are many mandatory fights. The interface is clunky and unintuitive, time consuming when you have to give orders to every party member and stop combat with the escape button, and ultimately just not fun. There is no tutorial for anything, so you'll have to read the manual (which includes false information) to understand exactly what to do. Combat is turn-based, and it comes in two types: descriptive and quick. Quick combat lets the computer make decisions for you, which will invariably lead to the death of your entire party and force you to reload the game. Descriptive combat is where you make the decisions. In this mode, however, combat can become rocket tag, if you know the trick. Most enemies can die in one or two hits, provided that they're not wearing an armor type that absorbs the specific type of damage you're dealing, that you're targeting their chests, and that you're using the right weapon. There are a multitude of weapons in the game, but the one that you'll probably use the most throughout the game is one that's in your inventory at the very beginning: the sawed-off shotgun. One hit to the chest is all it takes for most enemies to die. You can target an enemy's limbs, but there's never any reason to do so.
[...] BloodNet is not a good game by any stretch of the imagination. It's likely to give you a major headache with all its faults, forcing you to give up on it midway through when you've triggered one of the many ways to render the game unwinnable. While the cyberpunk aspect of BloodNet is executed well, the vampire aspect of the game seems to be tacked on as little more than a gameplay quirk. However, if you're willing to look past all of its failings, you may find something to like. BloodNet is a game with some good ideas, but with an absolutely terrible execution.
Any writer worth the title knows that character development is what makes characters have life. In this area, BloodNet falls completely on its face. There is absolutely no character development to be found in BloodNet. Every character is exactly the same at the beginning of the game as they are in the end. Any obstacle in BloodNet exists solely for the sake of gameplay, as opposed to an obstacle that, when overcome, changes a character's outlook. Each character arc is completely flat.
[...] The combat system is by far the weakest aspect of the game, and it's a shame since there are many mandatory fights. The interface is clunky and unintuitive, time consuming when you have to give orders to every party member and stop combat with the escape button, and ultimately just not fun. There is no tutorial for anything, so you'll have to read the manual (which includes false information) to understand exactly what to do. Combat is turn-based, and it comes in two types: descriptive and quick. Quick combat lets the computer make decisions for you, which will invariably lead to the death of your entire party and force you to reload the game. Descriptive combat is where you make the decisions. In this mode, however, combat can become rocket tag, if you know the trick. Most enemies can die in one or two hits, provided that they're not wearing an armor type that absorbs the specific type of damage you're dealing, that you're targeting their chests, and that you're using the right weapon. There are a multitude of weapons in the game, but the one that you'll probably use the most throughout the game is one that's in your inventory at the very beginning: the sawed-off shotgun. One hit to the chest is all it takes for most enemies to die. You can target an enemy's limbs, but there's never any reason to do so.
[...] BloodNet is not a good game by any stretch of the imagination. It's likely to give you a major headache with all its faults, forcing you to give up on it midway through when you've triggered one of the many ways to render the game unwinnable. While the cyberpunk aspect of BloodNet is executed well, the vampire aspect of the game seems to be tacked on as little more than a gameplay quirk. However, if you're willing to look past all of its failings, you may find something to like. BloodNet is a game with some good ideas, but with an absolutely terrible execution.
Read the review in full: RPG Codex Review: BloodNet
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