The past it still remains a great source of inspiration for the contemporary market. A possibility easily equivocal to the public, but still important in reading all the products that today you can choose to buy or not. Misunderstanding why? Simple, the public could see some kind of creative laziness in all of this. This is obviously not the case, at least not in all cases. The fact of looking at the past, perhaps even with a deep sense respect, in many contemporary projects of the videogame panorama it has turned into a winning and conscientious choice of the time in which you find yourself. From all this was born a production trend through which many of the forthcoming and more recent works have quietly drawn from the classics, still arousing interest in the public. All this is central Forgive me father, a title of which we are going to talk to you today in ours preview.
Something new and old at the same time
At first glance, Forgive me father might just seem like an alternate copy of somebody Doom, but it is not so; or at least it We hope. Certainly the roots from which everything originates are very clear, even if the boys of Byte Barrel they try, from the very beginning, to build their own path. We are talking about a first person shooter in which our only task will be to survive from level to level. To immediately fascinate we find the style “Cartoonish” of its aesthetics, with design and color choices ready a rework continuously everything in a clear creative dimension: that of violent comics, comics bloody and splatter. All in a journey that alternates its three-dimensionality with the two-dimensional of its elements (the enemies and some objects in fact are in 2D and hand drawn).
The plot of Forgive me father is actually not very clear, we will have to make our way through hordes of monsters ravenous trying to find some details on the spot documents, between sheets and scattered pages and through these you can try to clarify the issue in which you are moving. The title, however, is not only this, proposing an experience that uses the violence through a certain very particular literary attitude. The game world and the various enemies, in fact, are outlined by the stroke of HP Lovecraft (not all), the famous writer. This type of choice increases the overall charm, while still inserting a recognizable style in the general smokiness of the story in the title. One comes out contrast interesting on a macrocosmic level, which deserves greater clarity in its details, amore insights that we are sure will arrive at the end of the work.
Fight and advance
As mentioned above, the beating heart of Forgive me father remains theaction in itself. Everything is based on the determination of the protagonist (we could only try the priest), who aims to fight the various enemies along his path, making his way in blood. The gameplay is extremely matrix classical. First person view in which you do not see the protagonist, weapons in hand (both firearms, long and short range, and white), a set of rooms in which to fight against anything that moves and hordes of ravenous enemies, all seasoned with some very familiar support element, such as the medikit, various ammunition and a skill tree through which to increase both our offensive and defensive power.
As we advance we will increase our chances of growth, also finding unpublished weapons and customizable. Central, in our adventure, will also be the madness bar, which can be loaded with the various killings implemented. Increasing this bar will also increase our offensive power, touching both the protagonist’s environmental perception and his possibilities in terms of skills. Everything, therefore, falls into the hands of those who are playing, in an experience in which it is extremely satisfying to eliminate the various enemies, while always keeping their own ones under control. resources and possibilities.
Every enemyFurthermore, it has some particular easily recognizable characteristics, and an HP bar. Reducing HP can be quick and easy, or slow and tedious. Everything is linked to ours aim. The general damage, in fact, will vary based on where we hit the enemies, with some particular phrases on the screen to highlight our ability, further supporting the ego of those who are pulling the trigger. If on the one hand, however, the fluidity and the action remain well taken care of, not the same with the level design, at least in the levels we have seen. The classicism here has remained such and firm, with sequences of doors and keys that do not clash with the general soul of the title, but could do so in the relationship with the player.
Forgive me father, for now, it seems promise well in general, in the hope of a greater structural dynamism as regards the levels, and a minimum of experimentalism in general. The fact of being literally thrown into a gore and disturbing world remains something suspended in the current judgment, since a few more explanations would have been welcome, but not mandatory. To dare in this case would mean creating something that looks to the past looking for its own autonomy, a real respectful detachment; this is what we hope to see from the finished project.
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