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6.5
User score
Mixed or Average
positive
6(46%)
mixed
4(31%)
negative
3(23%)
Showing 3 User Reviews
Oct 4, 2016
6
I had a lot of fun playing this game in the first couple of weeks I owned it, but it didn't hold up well. I eventually got bored playing it. It's a fairly simple game, very easy to pick up and go with. I really like the design of the game and their use of color along with the ASCII characters. Almost everything is black and white, (caves have a green tint to them), so items of color really stand out and grab your attention. Water is blue, fire is orange and so forth. I wish the camera could be moved a bit better, maybe 360, or further in any given direction. That being said, I love how responsive all the controls work. I am real stickler for controls that work well and these controls do not disappoint! I co-op'ed local last night and it was very challenging to say the least. For local co-op, I would have to give the game a rating of maybe a 4 or 5 right now. Both players have to share the same screen and it can become really problematic because if one character is further away then you can't move your own character out of a poisonous gas cloud, or jump away from an enemy, let's say. There just isn't enough room and sometimes the game moves too fast which makes local co- op problematic. I think the local co-op would work MUCH better if each player were given a split screen and weren't tethered to one another.
PlayStation 4 Report
Aug 25, 2016
7
This game is a great rougelike but unfortunately I find the chosen art style hard to look at for extended periods. I get the idea of why it looks the way it does but I still find it hard to want to look at it. Also the platforming ****. I do not want to time jumps in a rogelike. Wanted to like this more.
PlayStation 4 Report
Aug 10, 2016
8
Brut@l is a procedurally generated, realtime, isometric dungeon crawler with an artistic style that makes liberal use of the ASCII character set in its graphical models. It is styled after old school turn-based ASCII roguelikes like Rogue and Nethack, though its realtime nature makes the play very different from the aforementioned roguelikes. Pros: * The controls are simple, straightforward, and relatively precise. * The combat is surprisingly satisfying, given its simplistic nature. * The game didn't crash once. * The worst bug I noticed was a trophy not unlocking; specifically, when I realized I was going to win, I made sure to drink one type of each potion in order to unlock the trophy linked to doing just that. The trophy didn't unlock. * The combinations of creatures you find in different rooms can make for challenging combat. * Most of the dungeon is black and white. Surprisingly, this is quite advantageous, as the things that are colored (lava, water, poison, etc.) *really* stand out. * Unlike most trailers, watching the Brut@l gameplay trailers will give you a *really* good idea of how the game works, and what to expect from the game. The trailers don't oversell Brut@l at all. * The ending I saw is simple, but a little surprising and fun. I don't know if there's more than one ending. * The procedural generation was quite good. There's certainly some re-use of rooms and such (maze rooms, rooms with platforms surrounded by water or lava, etc.), but it never felt old. Cons: * The AI is simple-minded. Creatures will proceed toward you using the shortest possible path. If there is no path to you (say, because there's a chasm between you and the creature), then the creature will stand as close to you as possible while you shoot it with arrows or zap it with wands. Not as bad as Necropolis, to be sure, but still pretty bad. Hopefully, they'll address the AI in an update. * This game likely wasn't tested well by patient gamers. If you're patient and careful (say, if you've played enough Souls games), you might beat the game on your first try (I did). * I had a difficult time getting used to aiming arrows. The other missile-type weapons/devices were easier to aim for some reason. I think it's because once you ready the arrow, the direction of your aim is fixed, regardless of whether or not you move around before loosing the arrow. * The skill paths make no sense. There are some skills that have prerequisites that make absolutely no sense. * Towards the end game, your character class won't matter because all character classes have the same skill paths. The character class only determines what skills you start with. * No NG+, or difficulty settings. My playthrough was approximately 10-11 hours of game time. I've read other reviews that suggest a playthrough can be finished in 3-4 hours. After my playthrough, I can say that I feel quite satisfied. I can see myself trying a second playthrough in a week or so. I haven't tried the local co-op, but intend to soon.
PlayStation 4 Report
