Fadeholm - VR Gameplay HTC Vive
Who doesn't love getting their face eaten off by a mimic!?
Fadeholm feels like a Diabloesk dungeon crawler with the unfortunate lack of any persistence between runs and a general lack of information.
Fadeholm seems a bit overpriced as a $19.99 slow up get updates Early Access title created by a two man team.
Some of the controls were rather awkward. Interacting with your satchel, jumping and examining items for example just didn't feel natural.
No tactical combat... Swing away! I didn't feel like a shield was a better choice over dual wielding blades as it didn't block all, or even half, of the damage against you when you successfully blocked. That coupled with the lack of any parry system means every fight is simply a DPS race. This is a major con IMO.
One saving grace for the combat is that there was no waggle to win. The harder you swung your weapon it felt like the more damage you would get.
The placement of your inventory slots was pretty abysmal, especially the shoulder slots. Difficult to reach and little feedback for when your in the appropriate location. You couldn't interact with the slots without deliberate effort.
An overall lack of information presented to the player and 0 learning curve. The game does provide several "wall of text" tutorials that don't really offer much. There is a basic mechanics tutorial that looked less than finished. The game doesn't gradually introduce you to new concepts. It just throws everything at you right away.
Low quality and general lack of polish. The dirt that was floating off the ground in the dungeon. The floating panels over the books. The ability to walk off the edge of The Spindle and continue to fall forever until you quit the game. The horribly chosen font... It really felt like a first time game dev project. Good ideas, inexperienced execution.
I mentioned it earlier but it bears repeating. There is no persistence outside of a leaderboard. This is a big hit for me. I was some driving force to keep me diving back in for more. Acquiring more Crystaline to purchase better gear or abilities. Gaining more experience to improve my starting stats. Something! Give me a sense of accomplishment or the game is going to get stale quickly and have little to no replay value.
I did enjoy the general idea of the game. A good VR hack and slash dungeon crawler sounds like a lot of fun. Especially if it comes with a Diablo/Borderlands loot system. It just needs more fine tuning and some form of persistence.
The enchanted weapons were a nice touch. It really felt good to fire up an enchanted blade or a flaming mace. I do wish there was some information on remaining charges/time.
I did like the wrist menu system. and the DND stat system. I wish the stat system impacted... anything...
Overall, I can't really recommend the game in its current state with the infrequent updates the game has been receiving since launch. If the updates were coming more frequently and feedback was being implemented, I might be on the other side of the fence however the combination of lacking persistence, polish and frequent updates isn't something I can recommend.
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