Sunk 25 hours into it now, just finishing things up.
So yeah, it's another low-key game which puts AAA studios and publishers to shame. Even though it isn't without it's flaws, Amid Evil is a ton of fun and does a lot of things right, and for the most part I've had a right blast. Most of all though, it's not only a good game, but it's one which feels remarkably fresh too.
Fans of Heretic and Hexen will instantly feel the inspirational vibes from those games here, but without a doubt Amid Evil draws from those games whilst also doing it's own thing too. I'm not one who really gets stoked by aesthetics, gameplay is king for me, but here everything feels SO unbelievably fresh, polished and unique that it's hard not to fall in love with them. The music in particular is superb; this is definitely a game to play with headphones on.
But that's all backed up by great gameplay too anyway. Everything feels on-point, and the enemies come with some fantastically crafted attack pattern which force you to stay on your toes. It's fast, snappy fun which flows great. Feeding into that is the fact that each weapon remains relevant throughout the game, and are all useful against different types of enemies. A lot of playtesting and effort has clearly gone into this game, and it boy does it feel well balanced in the combat department for it. I also don't think it's that easy either past the earlier stages; I died a fuckton in the Forges! lol, and it didn't take much of a slip up to end up dead there. So, whilst it does start very easy, kudos on the overall difficulty curve.
The stage design is mostly positive too, with thematically lush stages crafted excellently to offer a nice blend of action, puzzles and secrets. None of the puzzles will tax you for long at all, this is nowhere near as complex as games such as Hexen 2, but they serve their purpose and the devs get very creative with some stages, throwing a lot of verticality into the mix. At it's best Amid Evil feels like a real adventure which isn't tight with it's "whoa!" moments either.
What does hinder the game though is it's pacing. Whilst the game's elements themselves are excellent, sometimes they are portioned unevenly and it can make the journey a bumpy one. Some stages are tipped far too much either way with their balance of action, puzzling or platforming. Like I say, those elements themselves are still all executed well, so in isolation they aren't an issue, but there were definitely stages were I was thinking "I've had enough platforming/puzzling here now, give me some action" and visa versa, but then said stage carried on with the same approach which it had already been throwing at me for 10-20 minutes previous.
To extend on that, I'd also say that a few stages just felt a bit too long; each world is broken up into 4 stages, and some of the latter stages probably could do with being sliced up slightly to form a 6-stage setup instead IMO. It's taken me over a month to grind out the last few stages, simply because I knew I was having to find a 45-60 minute slot of the day to run through a stage, and for Popamole action that's just not a good portion size IMO. I know that'll reduce significantly as I master the stages, but honestly most stages past the half way mark should have been reduced by 20-30% to offer more bitesized portions - Popamole games being portioned like adventure/RPG games is a real display of modern dev naivety.
Also, and this is probably just a me thing, but I really wish there just wasn't any mana in this game, or at the very least some item which makes it irrelevant after the early stages. The endless cycle of loose mana...hunt mana...loose mana...hunt mana just grows tiresome, and there's no real need for mana here either as the enemies prompt you to change up weapons anyway (so you the drive to switch doesn't come from being mana-dry). I really hope any potential sequel ditches the mana angle, gives the game secrets which give you special items or player upgrades instead, and maybe even introduces Hexen 2 style characters.
Final minor gripe is that there are sections which are obviously there just to prompt you to activate "overdrive" mode. It just feels a bit cheap. "Overdrive" is way too readily available throughout the whole game anyway, and personally I think they should have made items which make this the core focus for exploration rather than mana, and restricted it to a far rarer event. Make a big deal of it next time! Feed the power-trip!
But these are minor gripes with what is otherwise a great blast. I thoroughly enjoyed my run through on the default difficulty, and fully intend on rerunning it on harder settings down the line.