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KickStarter Bleak Faith: Forsaken - third-person open world survival horror action RPG

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
15,172
I think you're attributing more naivety and innocence to the situation than is the case, honestly.

I agree. From Software probably bought the same animation pack from Epic store.
 

Elttharion

Learned
Joined
Jan 10, 2023
Messages
4,026
Well, that was fast. They are already replacing the animations apparently and the assets were also purged from the unreal store.

Funny how fast that 3 person team can work when someone lits a fire under their asses.

As for the game itself I cant recommend it in this state, combat and movement are horrible and the UI needs a lot of work. The game is also full of bugs and annoying graphical glitches. Refunded after rougly an 1 hour of play. If you are interested in it pirate the game first to try it out. Imo this game should have released as an early acess title while they patch it. There are some good ideas here but they are buried under too much jank and lack of polish for the game to be enjoyable imo.

Something I also find hilarious is that people are confusing the title as Bleak Faith: Forspoken and using the drama to bash the square enix game by mistake :lol: :lol:
 

Child of Malkav

Erudite
Joined
Feb 11, 2018
Messages
3,171
Location
Romania
Played it a little. Liked it, pretty good. I like the progression tied by gear. But yeah, this game is in alpha.
Edit 1: I also like the fact that there are no iframes so you can't dodge except to get away from the enemy.
 
Last edited:

Spike

Learned
Joined
Apr 6, 2023
Messages
1,172
They added i-frames. The "recent reviews" on Steam boosted up to 76% positive down from the all-time of 69%. Maybe it's what the game needed. They did a ton of testing and what not before implementing this decision. Right when I am about to grab it on the Gaben Christmas sale, hey-o!
 

kain30

Cipher
Joined
Aug 7, 2014
Messages
568
Location
spain
I love the aesthetics of this game, reminds me of blame!. But when i played it a few months ago it was so full of bugs that it was unplayable... a shame.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
15,172
It looks like the devs didn't give up on it.

The feedback seems to be positive despite the fact that the game has no coherent story.

--------------------------------------
REGULAR UPDATE
POSTED
Mon, March 4
Combat Refinement
Combat, Camera and Controller improvements.

Changes:
- Camera distance offset setting now also affects holstered camera.
- Added fading material to most props in the game, greatly assisting with camera clipping.
- New setting: Holster Type; Keyboard Default: Separate Input; Gamepad Default: Combined Input.
- While combined input is enabled, hold the switch weapon keybind to holster weapons.
- New setting: Parry Type; Keyboard Default: Separate Input; Gamepad Default: Combined Input.
- While combined input is enabled, press the block keybind to parry, hold to block.
- New setting: Mouse Aiming Sensitivity.
- Switch Shoulder Camera moved to Lock Target keybind.
- Changed icons for certain debuffs.
- Running Attacks.
- Fixed Tenderizer and Mechanical Tenderizer weapon holds and updated their moveset.
- Game now autosaves roughly every minute to prevent any potential progress loss during a crash.
- New mini boss in Ghost Town, requires Plagued Blood from Asylum to start the fight.
- Diminishing returns on experience removed from Final Zone.
- Added "Dual Wield" weapon sort in inventory.
- Pierce, Whiplash, and Heavy Strike received the same tracking as regular attacks.
- Turning in Handler Echoes in NG+ now gives Anomalous Fragments if the handler is already at max level.
- New item: Ring of Slumber; Prevents the wearer from obtaining any experience.
- Looted from Monastery.
- Smoothered and reduced the duration of aim assist.
- Controller Scheme: Simplified, renamed to Simplified Modifier.
- New Controller Scheme: Simplified; Fully avoids the modifier button.
- Removed healing potions from Restless in the Monastery.
- Added "Removes Invincibility Frames" warning on all Tacticians Amulets.
- Improved optimization during seamless travel.
- Improved weapon hitbox detection precision.

Balancing:
- Slightly edited unique helmets anomalous crystals.
- Duelist upgrade perk that removes the delay before stamina regeneration after a successful block now instead removes the penalty from stamina regen while blocking.
- Ring of Command now increases durations of all summons; Elementals, Illusions, and Reanimated Corpses, instead of the previous summons' cooldown reduction.
- Silence debuff no longer reduces the cast time of bosses but instead reduces their ability damage by 5% per stack.
- Reduced arrow speed of enemies by an additional 30%.
- Combo Points are now obtained by dealing damage with regular attacks and stack up to 15.
- Associated perks have been edited to better synergize with the new system.
- Combo System remains unchanged; only the acquisition of the points themselves has changed.
- Adjusted the damage of the Giant in the upper block.

Fixes:
- Fixed an issue where sometimes the character would be rotated incorrectly while on a ladder.
- Fixed a crash caused by switching to a previously removed weapon set.
- Fixed a low camera angle on bigger enemies during lock-on.
- Fixed constant fade on Uranopolis -> Ghost Town transition with seamless transitions on.
- Fixed FPS drops in inventory while quickly hovering over several armor pieces.
- Fixed Archinquisitors Sentinels sometimes not working properly.
- Chronoblade Timewarp now properly gets teleport along with Archinquisitors' phase change.
- Archinquisitors' clone no longer displays his debuffs on the boss health bar.
- Fixed Duelist second upgrade not restoring stamina on weapon switch.
- Fixed Asklepious projectiles not leeching flux.
- Pestilence no longer affects out-of-combat enemies.
- Pestilence properly applies extra debuffs.
- Increased the volume of Wormlords' sound effects.
- Fixed an issue where enemy AI breaks if a perfect parry was performed with Claymore or Tenderizer.
- Fixed high bash chance against bigger enemies.
- Fixed the incorrect duration of certain concoctions when the Tinkerer perk is active.
- Fixed an issue where the mouse cursor would be lost during the fast travel menu.
- Gamepad vibrations will no longer trigger if the last input was from the keyboard.
- Fixed an issue that caused roll backward to root character in place for 0.1 of a second.

Wake up - and reap what you sow.
 

cruel

Prophet
Joined
Sep 17, 2014
Messages
1,049
30% off on Steam, and I see quite a few patches delivered on i-frames, movement, combat, camera and few others. Is this playable now?
 

Odoryuk

Educated
Joined
Mar 26, 2024
Messages
814
Did Epic game actually did anything about people selling ripped assets from other games? Do they provide a warranty and swear that they are selling and getting their cut from assets that are 100% legal?
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,635
This game is about as rough around the edges as can get. It was made by three people, one of which being only the composer. Anyone going into it expecting excellence is going to be disappointed. If you manage your expectations and appreciate what was accomplished with very few resources and little manpower, you'll have fun and find an admirable yet flawed game. If that doesn't sound good, stay away.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
35,371
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Got this in the Steam sale, based on a recommendation by an Austrian youtuber who focuses on soulslike. In his 2023 recap video, he said it was his favorite soulslike of the year and recaptures what made the original Dark Souls so great, despite all the jank, so I wanted to give it a try.

I haven't gotten far yet, but so far I have to agree.

Is it janky? Yes. Movement feels too smooth while combat feels a little stiff, which is a weird combination. Level design is great, but sometimes you can jump up places you're probably not supposed to, some buildings that appear to be props can be half-ascended with clever jumping and just end up looking half-finished because of it. Many places look a little unpolished. The worst part is that whenever I enter the menu, my keybindings reset to default so I have to play with default keyboard settings which... let's just say even the original Dark Souls PC port had more reasonable keybindings than this. Inventory opens with caps lock, which is the most retarded decision ever because whenever I open the inventory my keyboard switches to caps lock mode lmao.

But the atmosphere and exploration make up for it. The world is a weird blend of Dark Souls's gothic medievalism and BLAME!'s cyber-brutalism. You get rusted metal walkways and blocky concrete bridges with gothic stone turrets, a Roman-style arena building surrounded by towering concrete skyscrapers, etc. It's a really unique style and keeps you exploring just to see more of it.

Mechanically it's close enough to Dark Souls, but has a few important differences. As far as I noticed, there is no penalty to dying (other than enemies respawning and you returning to the last checkpoint) so there's no runback to the spot you died to secure your precious XP. This makes reckless platforming a little more viable... fell to my death a couple of times that way lmao. There are no estus flasks, instead you loot health potions from dead enemies. Your belt has slots you can assign potions to, which you drink by hitting the corresponding number key, but each slot can only carry a max amount of potions at a time, the starting number being 2. So even if you have 20 potions, you can only drink 2 during combat. The belt refills after combat is over.

The first boss kicked my ass about 20 times but that's normal for me in soulslikes. Once you learn his patterns he's actually easy, I just suck at going with the rhythm.

Enjoying it a lot so far. The Austrian youtuber was right. It truly does capture the important part of Dark Souls: the exploration, mystery, and vibe. I'd rate it higher than those games in the genre that focus too much on autistically choreographed boss fights. This is the explorefag's Souls clone.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
35,371
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Gotten quite a bit into it, 17 hours according to Steam. Explored a lot of locations, synchronized the two locations, went through the passage in the desert, looks like I'm approaching the final stretch of the game as I hit the level cap a while ago.

Liking it a lot. Honestly one of the best soulslikes I played yet. A lot of games in this subgenre focus too much on the boss fights, which I'm not a big fan of. This, however, goes all in on the exploration. Never before have I seen a world with a sense of scale comparable to this. The megastructure you're exploring truly is mega. Sometimes perhaps a little too much, as crossing a kilometer-long bridge can take a while. But that just adds to the vibe. It's really impressive, and there's a lot of nooks and crannies to explore. Often you'll find things there, but sometimes you can reach places that hold absolutely nothing - and you can get stuck with no place to get out (gotta suicide to respawn at your most recent homunculus, the game's bonfire knockoff).

Despite the jank, the exploration is amazing and it's a delight to walk across a new path and find it connecting to a place you've been to before. Very interconnected. Explorefag heaven.

Overall, the game just has massive amounts of soul. Absolutely worth playing, great experience.
 

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