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The ascent review game
The ascent review game





the ascent review game
  1. #The ascent review game upgrade#
  2. #The ascent review game series#

Players can mindlessly toss “basic components” to upgrade said weapons, but these rarely boost anything of consequence, typically moving one number in a range of damage numbers up one or two points. Unfortunately, that’s about where the customization ends. and each offers a special property (fire, impact, electricity, etc.). Several weapon types exist - think shotgun, SMG, assault rifle, pistol, etc. With sub-stats, the developers seem to be attempting to add depth to skill point allocation, but I’m fascinated that they declined to capitalize on this earlier.Įquipment is not only offensively expensive, but it’s vanilla as all get out. Leveling up one of eight different stats also puts numbers into sub-stats like cybernetics, but sub-stats don’t amount to anything meaningful until the end of the game. Leveling up is not the celebratory experience it should be. Sure, the game offers three skill points per level that can increase accuracy - which I am so painfully bored by in modern games (why are we still doing this?) - but that’s an entire level’s worth of skill points to provide a modest boost to something that shouldn’t even be an issue in the first place. More than once, we spent our twenty or so minutes of mindless travel time bopping the same old enemies with bullets. The result is that after finishing a lab (i.e., dungeon), we had to backtrack to the entrance and then walk to the nearest metro or railway just to get where we needed to go. Taxis also rarely take you where you need to go. You can dial up taxis from anywhere, but they’re oppressively expensive in a game where buying one piece of basic equipment depletes all funds you earn on your journey from level 1 to 12. The metro exists, but only in certain spots and almost never where you need it (where you get or finish quests). Throughout the entire experience, my brother and I had to walk ev-er-y-where. While artistically marvelous, The Ascent struggles to deliver on the basics of sound game design. To be honest, if the quality of gameplay matched The Ascent‘s presentation, I wouldn’t care at all. The bugs don’t stop there, but these examples indicate the kinds of problems people are having right now.įar from game-breaking, I find the bugs bearable. We’re talking ghost town here - no sprites, friendly or otherwise. Entire questlines and enemies also disappeared until I rebooted the game. I encountered multiple - up to four - copies of bosses randomly spawn after cutscenes and elevators that glitch out during cooperative play and require one person to step off while the other player takes it. Some players have complained about black screens and crashes, though I haven’t encountered these. As we all know, modern gaming gives developers the opportunity to right wrongs, especially when it comes to bugs however, the degree to which this game’s bugs influence the gameplay experience is concerning. Odd bugs have absolutely assaulted The Ascent since release. Match those visuals with astounding voice acting and engrossing vignettes from passersby as players explore the world, and what’s not to love? Well, the gameplay and bugs, for starters.

the ascent review game

Not only is this a technically beautiful game, but the degree of detail in every single location is staggering and borderline intimidating.

#The ascent review game series#

Artistically similar to the Shadowrun series on PC, The Ascent turns the visuals up to eleven. Action RPGs, top-down shooters, always-night cities, dingy everything - sign me up! The Ascent is distinctly cyberpunk.







The ascent review game