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Steelrising - Soulslike from Spiders set in clockpunk 18th century France

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,870
try to make soul series
make animations
they look junky as fuck
this is fine
press release

I mean if you don't target complexity of game mechanics, worldbuilding, content-size at least try to do something about only think player will see for most of game.
 

Silverfish

Arbiter
Joined
Dec 4, 2019
Messages
3,224
I'm skeptical (this looks like discount Bloodborne starring discount 2B), but in Spiders' defense, this can't be any worse than Lords of the Fallen so far as Souls clones go.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
kinda get the feeling they were made to do this by nacon
I think this is the first time spiders has worked on two games simultaneously
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,484
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
RPS likes this game: https://www.rockpapershotgun.com/st...ulslike-with-homages-to-bloodbornes-best-bits

Steelrising is a surprisingly strong Soulslike with homages to Bloodborne's best bits​

From Paris with love



I confess, I was worried about revolutionary robot Soulslike Steelrising. I'd seen it in a hands-off capacity and thought it looked like it could be in line for the Soulslike throne, but with Action-RPGs it's all about hand feel: does it feel rough or smooth under the thumbsticks? As luck would have it, I managed to get hands-on with the game to confirm whether its substance does, in fact, match its style. Here are my findings.

I tackled two hours of Steelrising, which saw me battle through the tutorial area, sock it to some robots in a woodland zone, and get on a boat and row over to Paris - where I socked even more robots in a grander setting. Then after a quick intermission, the devs loaded me into a build where I fought a boss and did some extra exploration. Overall I got to play a hefty amount, and with no red tape. All the menus were open for perusal, alongside cutscenes too. On the other hand I only saw a bit of story and interacted with one (1) NPC, so it was almost impossible to get a sense of Steelrising's storytelling pedigree.


I understood that Steelrising is trying to carve out its own Soulslike niche with its robo-revolutionary setting, though. Thing is, it's hard not to compare it to the likes of Bloodborne and Nioh. That has less to do with the baseline Soulslikery I'd seen a million times before - collecting some equivalent of souls (Anima Essence), saving progress at some equivalent of a bonfire (a chair), carrying some equivalent of an Estus Flask (vials of blue oil) - and more to do with how those influences clearly shaped exploration and combat. Some of these things Steelrising got very right, and others it couldn't quite replicate.

For instance, many of the early levels were gorgeous and intricate, but I wouldn't say they bristled with intrigue or mystery like FromSoftware's offerings. When levers led to shortcuts I'd be met with that, "Oh, I'm back here!" feeling, but moment to moment and area to area, it didn't quite command my attention as much as the big boys. There are signs that Steelrising is heavily inspired by a certain Gothic legend in particular. Inch your way through Bloodborne and you'll encounter NPCs hissing at you from behind closed doors; some even weave a touching personal tale into the gloomy surroundings, illuminating them for a moment. Steelrising had a glimpse of this, as I encountered a farmer who asked if I had any water to quench his thirst. Aha! But later he snatched the water from my grasp and only gave me a potion in return, and it seemed like a missed opportunity, a simple transaction that could've been so much more.


Checkpoints initially appear as beautiful statues. To activate them, you clunk their arm downwards and the statue will spiral into the ground, before an equally ornate chair assembles itself and takes its place. A lovely touch.

This pattern continued, with NPC chatter and dialogue doing the bare minimum to get by. I imagined the NPCs like cast members on the Truma Show, waiting inside a burning building for main character Aegis to pass the window. There she is! Okay, quick! Cue the line: "Oh no, this can't be happening... [dramatic pause] can it?!" That's the sort of craic you can expect.

So, if it wasn't extra curiosity that pushed me forwards, what was it? The combat, baby. This is where Steelrising mashes together elements of Bloodborne and Nioh into a surprisingly cohesive whole that encourages experimentation above all else. And that's starting with the enemies, who were wonderfully designed bastards and whose concept art I'd pin up on my walls in a heartbeat. Seriously, I was shown a few bits of art before the hands-on session and it was like the devs had poured an entire Screw Fix store into the Nether.

Regular enemies took some time to diversify, but by the end of my session I'd dismantled a good few monster machines. I fought a variety of spindly brass fellas who lurched and span at me. Big clunkers that swung balls on chains. Tin dogs. Bulbous golems that self-destructed before I had a chance to smack them into shutdown. All of these were fantastic fun to dispatch as Aegis controlled very nicely, with deft dodges and satisfying cracks whenever I landed some blows. The game's rhythm was more measured than I'd expected too, with a slightly stiff robotic edge to movements which – whether they're intentional or not – seemed like a neat way to uphold the android OS theme.


Weapons were stylish and enticing, with a willingness to break away from the tried and tested. I used two massive iron fans that I could unfurl like a peacock to parry attacks with a clang. Later, I opted for twin claws that built up enemy stagger meters quickly, so I could hit them with a flurry of scratches and then finish them off while they were in a daze. I picked up a flaming ball on a chain too, which combined heavy hits with intricate twirls and spins.

The neatest thing, though? The game forced me to use everything in my innards (Aegis whips weapons and items out of her steel shins and intestinal piping). The game hit me with two tin dogs and a clunker, for example, which taught me to use the various elemental bombs I'd stowed in my front bonnet to slow them down or soften them up a bit. A freezy gun let me chill foes from afar, making them even more vulnerable to a sustained assault. Once I'd learned to utilise my arsenal, I brought the knowledge with me into boss fights.

Right at the end of my session I fought The Bishop, a little religious idol nestled inside a capsule that controlled the equivalent of an enormous Dyson Ball vacuum. Except that the ball wore a whirling buzzsaw and he threw a bible on a grappling hook at me - no, I am not shitting you. It was intense! I learned that I should jump to avoid his biblical bashes and mix in aerial attacks at the same time. It also reinforced the game's cooling mechanic, which lets you recharge your stamina bar instantly if you time the button press correctly. Again, it's very, very similar to Nioh's Ki system, but less spammable. Do it too much and you'll freeze over. Which is exactly what happened to me.


There's depth in upgrades too, which I reckon has great potential for players who take their builds seriously. But it's a screen that's mightily confusing when you open it up, searing your eyeballs with percentages and numbers that won't mean a great deal unless there's a guide you can consult. Even if you're a veteran Souls player, it's difficult to discern how they've renamed stamina, strength, and the like.

Yet, there's something compelling about Steelrising. It's rough around the edges, sure, and a bit derivative, sure, but also comforting in its familiarity. Combat is deep and satisfying, while exploration isn't half bad too. Once I'd defeated that Bishop, I gained his grappling hook and unlocked new ways to progress through zones I thought I'd ticked off. Neat! In some ways Steelrising builds on Souls, in others it steers too close to what's been done already, but it's shaping up to be a good time and that's all that matters. The hand feel? Yeah, much better than I'd expected.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,484
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
More previews: https://www.gamebanshee.com/news/126499-steelrising-pre-orders-open-hands-on-impressions.html

On top of that, you can now check out a series of hands-on previews for the game. Let's start with IGN:

Across my three hours I discovered that this combat core can be expanded upon with a range of weapons that influence small variations in playstyle. A pair of metal corrugated fans can be used to slice apart brass baddies, but slam them together and they become a shield (or, more accurately, Sekiro’s Loaded Umbrella) for a more defensive approach. A better offense can be found in the dual-wielded falchion and saber, which sends Aegis pirouetting through the air like a deadly tornado. A more exotic option is what can only be described as a scorching yoyo, which can be slammed against the floor to create a flaming detonation that inflicts damage-over-time. For longer range engagements, a pistol can fire a volley of freezing alchemical bullets that disable enemies and open them up for a brutal melee.
There's also Fextralife:

So this is where you come in. You play as the intelligent and ever so combat-ready Aegis who is tasked to serve as the eyes and ears of the Queen. Your main objective is to put a stop to the King’s madness and unending thirst for war and force by finding out how the Mechanical Army can be controlled, all while investigating the death of her son. It remains to be seen whether or not your choices will make a lasting impact on the war, as is the case in GreedFall. In addition to main and side quests, you will come across Notes scattered around Paris as you piece together the bloodshed that has gripped the nation while instilling fear.

Exploration-wise, Steelrising will have you traverse the entire city as you encounter similar yet hostile Automats. What makes the experience worthwhile is the verticality involved such that you can jump above walls and across platforms and rooftops to get to your next destination. In doing so, however, you will need to figure out where to go next since the map in your possession is not interactive. This means that you cannot track your course. You will need to find out the best routes to take because exploration is not linear. As such, you must discover secrets and revisit areas to check if you now have access to them.
And GameSpew:

As you’d expect, as you progress further into Steelrising Aegis will grow in strength and also gain access to new tools that will further aid her ability to traverse and interact with the world. By beating bosses you’ll unlock a grappling hook which allows you to access hard-to-reach areas. You’ll also unlock a dash manoeuvre that allows you to cover greater distances in-air, and a mechanical arm that can be used as a battering ram to destroy certain objects. All of these can be used in combat, too.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
11,940
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
As usual with their games, cool setting, janky game. The weird animation hitching looks "more okay" with the characters all being automatons though, whereas if they were people, it would clash more with my expectations and make me hate it more. As long as the controls feel decent, this might be one of their better games.
 

Softgels

Scholar
Joined
Jan 5, 2017
Messages
112

SYSTEM REQUIREMENTS​

  • MINIMUM:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel Core i7-3770 or AMD Ryzen 5 1400
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce RTX 2060, 6 GB
    • DirectX: Version 11
    • Storage: 67 GB available space
  • RECOMMENDED:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel Core i7-8700 or AMD Ryzen 5 3600X
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 2070 SUPER | NVIDIA GeForce RTX 3060 Ti, 8 GB
    • DirectX: Version 12
    • Storage: 67 GB available space

:shredder:
 

Zibniyat

Arcane
Joined
Jun 22, 2014
Messages
6,536
Spiders makes banal, pointless, shovelware games. I tried its Of Orcs and Men, Mars War Logs and Bound by Flame. A disgustingly derivative and shallow games, with some of the *worst* acting, voiceovers and general plot developments I have had a displeasure of experiencing. Needless to say dropped them all fairly quickly. This one looks just as worthless.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,821
Welcome to the next gen.

I hope they use UE5 for they next big thing.
One of their current job listings gives the impression they're sticking to their fork of PhyreEngine. Having to build all their RPG-specific tools for another engine would be a lot of work, not a decision to be taken lightly.
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,771
The setting seems kind of cool, but the gameplay looks very banal (a common problem with action CRPGs, of course).
 

Yoomazir

Educated
Joined
Sep 21, 2020
Messages
226
with some of the *worst* acting, voiceovers
Oh yeah, games coming from french studios like Cyanide, Spiders, Streum On are terrible in that regard, but I got the feeling the issue comes from their publisher, Focus Home Interactive, rather than the devs.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,821
I like the English voice acting in Greedfall and the Styx games :M
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,484
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
 
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