Will SCUM Rise To The Top?

 

 

 

To answer the question outright, yes and you heard it here first (maybe).

It seems like SCUM is set to rise to the surface of the pond that is the survival game genre, selling over 250,000 copies in its first 24 hours and amassing 700,000 sales in the first week – in what has been Devolver Digital’s biggest release to date.

But what is it you ask? You can get up to scratch on the ins and outs of the game by reading this article or instead enjoy this one line summary;

SCUM is a multiplayer survival game set in a dystopian future where corporations force prisoners to compete in a murderous blood sport reality TV show.

And if that doesn’t tickle your fancy then you probably shouldn’t bother reading this review. It’s a project that in many ways is looking to change the face of the survival genre and from my interpretation of its mission it’s looking to make survival games less futile. Something that as a fan of the genre, I argue is all too often the case. This is the biggest reason why it’s so appealing to me and so I’ve been eagerly awaiting its release ever since I found out about it.

The sheer scale of the game is as such that I feel to cover everything would take a small dissertation. So for the purpose of this review I’m going to be focusing on what I know has been of importance to the community and what you as a potential buyer should know.

 

 

First Things First

This has to be stressed, as I feel a lot of big names that reviewed this game have missed out this important detail or not stressed it enough.

SCUM is in early access and there is a lot more planned for it. Overlooking this fact has led to a lot of harsh and unfair criticism being levelled which doesn’t match up to my playing experience or expectations.  Stating this fact most likely won’t inspire confidence in many of you and I understand why…

Having personally learnt of the perils through games such as H1Z1 and DayZ, like many others I tend to avoid them and am rightfully suspicious of any upcoming early access releases. That being said I’ve wholeheartedly backed SCUM which released at the reasonable price of £15.49. However I decided to back this horse the whole way, so I forked out a further £7.19 and got the extra supporters pack.

Why did I spend more money? To put it simply, the USP and team behind this game have really inspired confidence in me in the run up to release. Since my first week of play and the proof from the pudding so far, that confidence seems worth doubling down on.

In the run up to release developers Gamepires and producers Croteam have been pretty transparent with what they have in the woodworks and their intended goals, doing wonders for my distrust in developers of early access games, even if they admittedly have been a tad bit vague. They’ve been interacting with the community and taking heed of feedback, a trend that has continued since going live,  listening and taking points on board they’ve been quick to hot fix issues and release patches.

With more reputation at stake than other developers who’ve cashed in on the survival genre and legged it, as well as having a sure-fire hit on their hands, means I have high hopes for this game that I am confident isn’t just pie in the sky.

 

 

The Detail In The Realism

The massive level of in depth realism is something that to my knowledge is unprecedented in survival games.

Through the ‘BCU implant’ the puppet masters at corporation TEC1 have bestowed you with, you can monitor everything about your character. Just check out how much info it gives you;

 

BCU.png

 

 

From skill progression, to current injury/ailment, your vital signs, number of teeth, calorie macros, to the volumetric content of your stomach, intestines and colon – just for example. SCUM has a lot of really impacting character micromanagement.

This takes the survival aspect to a whole new level in a ground-breaking way. You must account for so much that will genuinely effect your character and gameplay meaningfully. Everything from your diet, your health, the weather to your physical fitness and beyond.

If you don’t watch how much you’ve eaten, you’ll vomit. If you don’t monitor your bowels and bladder, then my friend you will drop your weapon and your kecks to shit or piss in the middle of battle. If you don’t stay dry and warm, you’ll get hypothermia. You’re getting rained on without waterproofs, your stamina is effected as your gear gets heavier. Get in one too many fist fights and lose your teeth, you ain’t eating well.

Even the inventory menu and how you interact with objects acts in a way that lends itself to reality.

 

Inventory.png

 

 

For example, if you want to load your weapon you must first bomb the magazine up, inserting the rounds and then ensuring the right weapon is in your hands you can drag the magazine over to the free slot to load it. You can’t move items en masse from your inventory meaning that even looting has to be carefully considered and is realistic in that you can only move things one at a time when picking them out of a container. Anything you have in your hands will be dropped when completing actions or picking up new things if it hasn’t been assigned a space in your inventory. In this way I have dropped many, many weapons, losing them, for I am a fool.  You can even throw most all objects in your hands which has become kind of an obsession for me;

 

 

 

The sheer ambition in SCUM’s approach to detail in realism is a lofty but clearly achievable goal and is long overdue for this genre.

 

 

Character Customisation And Progression

As with everything in this game the team behind SCUM have gone for depth and impact with this aspect. A lot isn’t readily available currently owing to the nature of early access but even so there is still a lot to consider when creating and customising your character.  Take a look at a quick glance in the video below;

 

 

A lot more to come but still in-depth despite the bulwark of customisation being currently unavailable. You must build your character wisely to suit what you want to get out of them for your playing style, do you want them to be smart enough to craft every single item? Want them strong or able to run faster and longer?  There’s a lot of different build styles and with more to come that will only broaden and allow you to focus on different areas, thought must be put into who and what your character will be.

Too slow with bad endurance? You’ll probably be the first poor sod to snuff it as your faster mates leave you behind as an insurance policy. Not intelligent enough? Resources will be scarcer for you as you can’t craft certain items.

Your characters skillset will progress with time and experience which remains after death when you’re resurrected, something I’ve personally not come across before in a survival game. Another factor that I feel sets SCUM apart and gives it a deeper meaning and something to work towards.

 

The Setting

The map is based on islands of the developers’ homeland, Croatia. As I said in my previous article they should be given a job for the Croatian tourism board because it’s absolutely stunning. Nice variation between rustic farming villages, larger towns, a prison, an airstrip and various military installations spaced out thoughtfully amongst beautiful landscape, making for a well-rounded and enjoyable setting. I’ve also found what appears to be a TEC1 headquarters which so far isn’t interactive, perhaps pointing to some of the lore and story that’s to be added as the game develops.

 

Scum setting

Setting

 

 

It is a big map, some say too large for the up to 64 player servers. However I still manage to run into potential friends and foes at a steady pace, so personally I think it does the game justice. Making encounters all the more special and lending itself to the realism dynamic, fight or flight must be carefully considered, this isn’t a run and gun game – it’s survival and it’s very unforgiving.

 

Desktop Screenshot 2018.09.07 - 16.15.18.22

 

 

The stunning landscape lends itself well for the sheer amount of walking, jogging, running and catching your breath you’ll be doing.  Something you should keep in mind if buying this game, the reality of going anywhere over a long distance is a bit of a hike especially if you’re not the fittest and fastest build.

 

Another notable point regarding the scenery of SCUM’s world, is the diversity in flora and fauna which really makes it feel more real and immerses you in the world. For example there are boars, goats, donkeys, horses, bears, chickens and deer that I’ve spotted so far with many more to be added as you can see in the crafting menu under meats. Dogs, cats, ducks, pheasants, sheep, geese, rats, cow, rabbit, wolves and small rodents for definite so far.  Without listing the different fauna you can consume and utilise this seems to be the most extensive list I’ve come across in this genre. Doing wonders for world building with its variation.

SCUM seems to consistently be bigger, better and more in comparison to its peers.

 

Graphics, Gameplay And Mechanics

One of the biggest issues and complaints levelled by the community so far is regarding poor performance issues and cheaters exploiting a weak anti-cheat system. FPS drop and server lag have been an issue for many, something the developers have been working on incessantly to tweak. This is something that is to be expected within the early days of an early access game, so of course we can cut them some slack. I personally haven’t had any issue with performance, however I have just upgraded my PC to a 1080 GPU and am getting decent FPS and splendid graphics, with a higher end machine it runs like a dream and looks like one too. Double check the minimum requirements for sure when looking to buy this one as it does seemingly take a lot to run without a hitch.

The gameplay and mechanics in my opinion are smooth and intuitive with the gunplay being nice and realistic enough, making shooting things a pleasure. Unarmed and melee weapon combat is also pretty smooth and tasty, I enjoy boxing with the Puppets (resurrected dead AI prisoners who attack you) as its pretty fun, as well as punching my mates.

 

 

 

I particularly like the way the 3rd person vision doesn’t give you an advantage and only allows you to see other players your character would see in 1st person mode. Allowing for 3rd person to be used without any unfair advantages. Camouflage and stealth work well and in my experience the camouflage system is the most realistic I’ve ever seen, in the fact that it actually works.

Awareness is also a cool and useful mechanic that has been done well, a skill that if you hold down the right mouse button allows your vision to focus and your hearing to sharpen. Depending on your characters level you can hear and see exponentially better, giving you an edge when listening and looking for approaching enemies. It can also be used for hunting animals, in that you can track their last direction moved when focusing as well as better hearing where they are.

Mechs that guard the military bunkers and installations are a great touch, giving you more to consider than just blindly running in. The Puppets alongside the mechs give a nice PvE element on top of the PvP. You never feel 100% safe and always must be wary if you are to live long.

 

 Desktop Screenshot 2018.09.06 - 18.46.07.80

 

 

Fame And Events

Fame is a points system that your character can build up through kills, actions and just surviving day to day. They allow you to choose where you resurrect when dead, whether it be on your teammates for 100 fame points, random for 25, 75 for your home shelter or 50 for the sector you’re in. This means if you keep dying you will go into the negative and it will take a long time to build back up. This aspect of the game is nice as it stops people from committing suicide over and over to get the spawn they want to come back and get revenge or what have you.

 

 Events

 

 

If your fame is high enough you can spend some of it to join or initiate events such as TDM to gamble the possibility of winning more. This gives you more to do than just survive and is a fun way to break the game up and win rewards. If you join, your character will be safely logged out in the spot you were in until the event is over and you return. Nice little feature that I hope will be expanded on for more variety.

 

 

Backstory Lore And The Higher Purpose

All I have to say on this is, I want to know more and I want to know now! There is such a great potential this facet that I hope isn’t squandered.

So far the only logical and feasible higher purpose that I’ve seen rumoured to be implemented is to stage an escape from the island. Something that I hope is suitably convoluted but in an enjoyably difficult way so it’s not just thrown in haphazardly to match their promises of the ‘higher goals’ billed by developers for SCUM.

I want it to be engaging and lengthy enough to not feel arbitrary and hollow, like shooting a chicken when you’ve already got a full belly …

 

 

 

 

 

From where I’m sitting (incidentally that’s in front of my PC playing SCUM) the bottom line is, this game is a whole lot of fun with a whole lot of depth and meaning I’ve never before come across in a survival game besides, maybe The Forest. With the team behind it promising more, the best is probably yet to come.

With such a successful launch showcasing its potential for longevity and with much more in the pipeline, I feel it can become the pinnacle of survival gameplay. Either way it has the market cornered on bowel movement simulators.

Lovely to look at, immersive, realistic and with goals to aim for – but most importantly wholly enjoyable and a good laugh. These are the reasons why I’d recommend any fan of survival games and mental ultra-violent prison experiment reality TV shows to give SCUM a go.

It’s simply bloody SCUMptious and you should sink your teeth into it.

 

State of Decay 2; Making Good On An Old Promise

 

 

State of Decay was a god send for fans of both open world games and zombies in general. I remember the excitement surrounding it at the time of its announcement, amongst me and my zombie loving peers. Developers Undead Labs in conjunction with Microsoft Studios released their offering in the summer of 2013 receiving many positive reviews from critics and players alike. But man, was I to be in for a personal let down, I was a victim of my own internal irrational hype machine with hope for the peak open world zombie experience in my heart. I couldn’t wait to play this game with my friends and this was the main reason I pre-ordered it, to play it with them.

Well as always with most things in life, the proof was in the pudding and it left a bitter taste in my mouth. I’m not going to say it was a bad game, objectively it’s a good game and to many it was even greater than, it just left me wanting more and I feel had so much more missed potential.

However I’m not exactly fully qualified to give a proper critique, as I gave up on it early on owing to how 2D it felt to me. It was a good enough game, ran well, looked nice and was pretty damn smooth, with some good mechanics. Where it was lacking meant it was not enough to hold me there as a player, I didn’t feel the urge to invest my time into it. The campaign seemed short as from what I know I’d almost finished it even with my lacklustre playing. What progression there was, felt almost pointless to me beyond my own personal progression I hadn’t seen any real fruits of my labour. Despite my fading memories of my 2013 gameplay I’ll try and explain what it did well but why that wasn’t enough for me personally.

 

 

Stumble Beginnings

The concept and story was all there and done extremely well. The zombie apocalypse survival fantasy was the best aspect of it, creating homesteads for survivor companions you rescue. Scavenging to feed and equip yourself and all those extra mouths you accumulate, even down to keeping the group happy with a morale system as well as upgrading your base to help raise their skill levels. That was pretty neat and something I liked very much, but to me it felt like it had little bearing on my game except for having an AI squad which could and should have been some of my human pals. I’ve been told if you died as your character it meant perma-death and you have to choose from one of the survivors for who you will play as next. I like that aspect of it thinking about it retrospectively, the problem was I never died. I played it long enough to know I wasn’t fully enjoying it despite it being decent but I didn’t play long enough to die, even though I completed quite a few missions.

The map was quite small and the game therefore felt quite limited in scope, it wasn’t very big for an open world map, although big enough for what the game was I suppose.  It was overall so limited that it almost made the great selection of vehicles seem a tad overkill when you consider the wastelands of say for example, Fallout, with their vastness and varied areas all traversed on foot. Take a look at the map below and you’ll see what I mean. Well if you agree with me that is…

 

state of decay map.png

 

There was some great horde mechanics although sometimes at the beginning they would be already forming at areas you needed to go, which made it quite difficult at low levels. The special enemies were varied and fun to fight. Such as the Feral zombie and the Juggernaut pictured below. I think you can guess which is which, the feral was the highest threat in the game if you fell foul of their ambushes. The Juggernaut relies on brute strength and high health, naturally, slow but powerful. Some good variation there. Adding some nice variety in fighting style and tactics.

 

Feral zombies.jpgJuggernaught.jpg

 

To get to the point my humble opinions is, it was a good game with an even better concept that was squandered owing to not being wider in scope and depth, failing to deliver on its potential as well as one major promise. The promise of multiplayer and co-op was the very reason I had purchased this game so eagerly. Now I understand nothing about game development except it’s costly and difficult so I can forgive the developers, of course. However when I read the news that they had scrapped the multiplayer we were told would be a part of the game, it became terribly apparent there wasn’t enough to hold me there to play on alone. I had other multiplayer games to play and frankly far more engrossing solo campaigns. I personally enjoy living out a games experience with friends and it all felt a bit hollow from that point forward. It was just a few brains short of a zombie picnic without my friends and co-op mode in general.

 

 

Undead Redemption

That’s where state of Decay 2 comes in, set to be released on Xbox and Microsoft this coming May the 22nd. It really looks as if Undead Labs have set out to fix the issues I took with the original. To put things back on track (in my eyes) for the series, in a way that fulfils more of its potential and redeems itself for the hurdles its predecessor fell at. It’s a game where the survival horror fantasy aspect is once again key but most importantly, it’s going to be multiplayer, for real this time! Check out the video below, this game is all about co-operation with the games host controlling their own base and those who join their game having the incentive to help build up this hosts world as they get to keep items and resources that they scavenge. Meaning this game will have a mutually beneficial community focus and just add more dimensions to the experience of gameplay with a team of humans, as well as the option to solo play of course.

In the words of Doug Williams, Art Director at Undead Labs speaking on the upgrade in platforms and engines says this meant they could achieve more with this game overall as compared to the first;

“new maps, more characters, more cars, more zombies, more simulation everything was a huge bump up.”

Jeff Strain who is the Studio Head added;

“it does give us the ability to create a smoother richer more graphically pleasing world for the players to play in.”

Overall from what I’ve researched this is true, it is definitely going to be bigger, better and more of what State of Decay could have and should have been! There are three more areas than before all the same size as the original, widening it in scope and giving more to the exploration, scavenging and base building aspects. You can build outposts that work in tandem with your main base in the area, base upgrading now requires you defend it from hordes as the noise of the building work attracts the wandering undead. So it seems there are some cool development in mechanics that add to the survival simulation aspect of it all which was already pretty decent before although there was definite room for improvement. There are also enclaves of other survivors that you can meet, trade and garner influence with, which allows you to get access to drones and other such aid by radioing them. Further developing the necessity for interacting with the world around you where before you felt able to skirt around that aspect, now it seems too rewarding to ignore. Also the new night mode looks pretty damn terrifying and will surely add more to the horror side of things, something I welcome as it seems to have been done so well that perhaps I won’t even be able to go out from my base at night without a human companion, the big scaredy that I am.

 

If you’d like to see a more in-depth look at these mechanics check out these videos below on the base-building and new survivor system aspects;

 

 

 

It seems like it’s going to be an all-around improvement this time round so if you were a fan, you’re going to be a bigger fan. If you weren’t a massive fan like me, then perhaps this will satiate your ungrateful and unquenchable thirst for more to fulfil the hype in your head. Here’s hoping, as they have stated they are aiming for a less canned experience and more of a unique one chosen by the player and moulded by them and their peers. Something I believe the original would have benefited from massively.

Undead Labs have really taken on board a lot of feedback from fans on what has worked well and what hasn’t worked or was missing all together. It really feels like they’ve listened and are going to bring out a game that will be an even bigger hit, although I’m going to refrain from over hyping it until I get my first bites of game play. We’ll see if I gobble it up or spit it out and I’ll get back to you all on that one come its release. I’m definitely looking forward to it albeit in hesitant anticipation.

Warhammer Vermintide 2: Grim, Ghastly, Great

 

 

Straight off the bat it has to be said and is probably already well known by those of you it applies to, but fans of either of Valves’ Left 4 Dead franchise or the Warhammer fantasy world, especially fans of both, are going to absolutely love this corker of a sequel to Vermintide: End Times.

It’s a simple formula really, take the team based co-op and quirky escape style play of L4D add the world of Warhammer Fantasy table top games and you’ve got an instantly popular title. I reckon it can be easy to become lazy or complacent with such tried and tested gaming gold dust. However developers FatShark didn’t just lean on the popularity of the brand and style of game. In my opinion they have delivered a well-rounded playing experience that stands on its own merits and is just such a pleasure to play.

I haven’t played Vermintide: End Times, the first game in the series, but I had to try out the second as did many others it seems. This release has been bringing new fans to the desk as it outsold its predecessors’ lifetime sales in just two weeks!

In this article I will go over a few of my first impressions, looking at what aspects really struck a chord with me and what I thought made it an enjoyable experience, based on my first day of playing. I would also like to dedicate this article to a good friend Spawndex whom loves the Skaven and will probably be angry to know I still haven’t tried them in Total War: Warhammer 2 and that I much prefer dismembering them in Vermintide 2.

 

Character Progression, User Interface And Crafting

There are 5 heroes to choose from a Witch Hunter, Dwarf Ranger, Waywatcher, Bright Wizard and my personal favourite an Empire Soldier. Each have different abilities and can be levelled up with equipment and cosmetics gained, as well as skill choices to be made that are unlocked as higher levels are reached. There are 25 levels for each character with 3 perks unlocked every 5 levels, these can be mixed and matched as and when you please in the skill section of the inventory. There are also 3 unlockable career paths for each hero which give them different passive and special abilities. Each hero of course has their own play-style, strengths and weaknesses that you must get to grips with, some nice variation there but I won’t bore you with the intricacies and let you find out for yourself.

You can gain loot through completing missions or levelling up and can get better loot boxes through completing a variety of tasks and challenges in-game. I like this as there is no micro-transactions so the game is all about the rank up grind and not buying your way through the gameplay. Essentially robbing yourself of the experience.

Some of the items you get really add to your fighting style, mainly the weapons, which can have their own properties and add to your heroes overall power level known as hero power. As well as weapons you get necklaces, charms, cosmetics and trinkets to outfit your character with that also contain perks and give an addition to this level.  You can also unlock deeds with harder challenges from crates, which give you xp bonuses for completing them. This progressive customisation of characters is nice as it gives you something to aim for and doesn’t feel too unreachable nor too fast, it’s a nice balance.

However there has been some criticism levelled on the specifics of hero power which I have yet to experience with my limited time in the game. Essentially your power level effects the way weapons fundamentally work and some have said it makes for inconsistent gameplay, having to unlearn and relearn your weapons intricacies depending on difficulty and power level. If you’d like to know more have a watch of milkandcookiesTWs’ YouTube video on the subject;

 

 

Before missions start players join into an interactive lobby known as the Stronghold where you can open your loot crates and rewards, view your inventory, crafting options, choose skills you’ve earnt and customise your loadout. It’s a preparation room, as well as being a generally fun and nice place to dick around in before the match starts and all players are ready. However there is also a bit more functionality to it with potions and bombs to test out, as well as dummies you can hit to test your damage power to find your best set up. Another comment on this Stronghold is that it is that from clicking the play option on the main menu to being in the stronghold is pretty much instantaneous, no load screens.

 

DICK ABOUT 1

 

All the actions mentioned above are carried out through a user interface which is simple and easy to use,  feeling very natural in no time at all. The UI even has nice sound effects which is a nice touch. Below is a little video of me just showing a bit of it off.

 

 

The crafting system allows you to break down and salvage unwanted lesser and useless loot and combine the scraps to create new items, upgrade existing ones or re-roll the properties on them. Meaning the crappy rewards too have their uses and don’t just sit there idly. The crafting is easy to use also, which I like as I don’t enjoy fumbling around and am easily confused. But confuse me this did not.

Currently the cosmetics seem to be very limited but the developer has stated they will be adding more to the currently scant array. Which will do them well as there are even forum posts imploring for more unlockable and buyable (why they want to have to pay I don’t know) cosmetic loot. But it appears the developers are pretty adamant that they are to keep micro-transactions out of the game as can be seen by this blunt response to a question begging to throw money at them …

 

NO LOOTBOXES.png

 

This character progression is brilliant for players like me who like to feel they’re going somewhere, giving a feeling of achievement and decision making flare to the game. Adding more to the playing experience and replay value through giving you 5 different classes to hone and equip.

 

Gameplay And Mechanics

It has to be said that it is primarily a hack and slash game with ranged weapons taking a secondary but important role, you just have to use your ammo wisely. Whilst hack and slash games can become boring and repetitive button clicking at times, the game mechanics are just so smooth and intuitive that you feel much more in control of your character. Therefore you’re more involved instead of button mashing as there is variation in moves. Even a fool like me picked it up easy enough, not to say the game is easy, far from it, I was just playing on recruit which is the easiest out of 4 difficulty settings and apparently equal to L4Ds’ hardest setting. This game has done a good job of making the fighting and movement feel more natural and the gameplay so intense that it’s gripping and involving, you always have to be on your toes with there being a lot of enemies!

Furthermore the chopping up the enemy lark is very visually and audibly rewarding, giving good and most often graphic feedback, if you love gore in games, this will get your bloodlust pumping. Sometimes you can even cut a Skaven rat clean in half at the waist and see its entrails, check out a pretty tame example of the audio visual feedback below…

 

And now an example of Skaven guts and legs teetering over …

 

The use of dodging, blocking, parrying and melee fighting are just a delight to play, it’s been built spot on. This can also be seen in the shooting of bows and guns, they’re not at all clunky as you’d have come to expect at least a little of from playing other similar games. It’s just not there, you feel like a well-oiled fighting machine all round.

You can tag items using the T key which helps show others where any spare gear is, simple I know, but  it makes things nice and easy. The mission loading pages are pretty brief and have nice tidy little cut scenes to introduce the story arc for the certain Acts you are working on, they’re speedy and keep the pace of the game moving nicely. The storylines and missions are varied and fun and do not feel repetitive and played out even when playing them through over again as there is enough difference in between to make it feel somewhat fresh again. Besides I reckon this one is just too fun to get stale quick, if at all. Although I do hope more and more will be added, what we’ve got does suffice though. But you always want more of a good thing …. right? Well we’re in luck as the developers have been quite clear with their roadmap and plans for the first 3 months since release, in which they state aims to achieve;

‘Regular DLCs and updates … Dedicated Servers … Mod Support.’

As well as listening to feedback from us the players and their fanbase, pretty nice approach if you ask me.

The enemy types are numerous and it is fun to engage with their different fighting styles and qualities. Some that will pick you off and drag you away, others who are shielded and better at combat, gunners and flamethrowers. As well as wizards that suck you into a green vortex spell they cast, just to name a few. It’s a joy to engage in combat with all of them. The bigger monsters and bosses  are great too, though sometimes repetitive but varied enough and always a fun challenge when they rear their ugly heads again. Especially that one whose weakness is a little Skaven rat baby thingy on its back …


The Bile Troll also has an apparent weakness … but isn’t that area a weakness for us all?

 

Aesthetics And Level Design

Now for some more words that I’ve already used regarding this game, intuitive and varied. That is exactly what the level design is. There are so many different settings in this vast fantasy world, Reichland towns, Skaven strongholds in the mountains, Dwarven holds and the fortresses of men that I’ve seen so far. They are well made, good looking, easy to follow but with enough room for searching and exploring. Allowing you to take slightly different routes for good replay value.

Also the gear around the map you need is randomised so you have to be explorative and I like the fact it encourages that. I could see myself enjoying these maps and missions over and over again combined with the gameplay it’s just so enjoyable.  They also have replay value added by the fact that loot boxes earned can be upgraded by hunting for the hidden Tomes and Grimoires scattered around the map. Giving you better gear, and cosmetics the better your box is upgraded. I like the way that carrying these books give you a health penalty as they are cursed and that they disallow you from carrying any healing potions or otherwise depending on the type of book. Making things more challenging when you run the risk in hope of better loot.

Here are some screenshots from various levels;

 

VERMINTIDE.jpg

MAP 1

Map 2.jpg

Map 3.jpg

It’s very atmospheric, especially in the areas of grim, morbid and foreboding. You’re fighting your way through the ruin and horrors that the inhabitants of this world have suffered through at the hands of the Chaos realms and the Vermintide of Skaven. The aftermath is truly a horrific and gripping experience to play through and I commend FatShark for capturing the terror of this fantasy world so well, they’ve spared no expense in the areas of bloody grimness. Lynched corpses littering trees, hanging from rafters, flesh tents … they’ve really pulled out all the stops, so much so that at points it actually had me shuddering. Really doing the source material the justice in capturing its essence.

 

Missing 3

 

MEAT TENT

 

There’s a level where you have to help relieve a besieged fortress under attack from the Skaven and break out through the gates. It’s a very atmospheric battle as you fight your way to the castle, you can see cannon burst, rockets and the green Skaven energy bursts firing to and fro in the sky. Makes you feel you’re part of something larger and so making it very immersive and … what’s a cooler word for epic? Lets just say, extremely satisfying.

 

Vermintide map 1.jpg

You get to a cannon and must destroy the enemy catapults, aiming it, firing it and finding more ammunition for it before finally destroying them all and sallying forth.

 

Vermintide fortress map 2.jpg

 

Another level starts out looking like an epic Dwarven hold but soon turns out to be a nest of filthy vermin, it has clearly been taken over and turned into a Skaven enclave in the mined out depths below. This map stands out to me as it just looks astounding and breath-taking in size, scale and attention to detail.

 

dwarve hold 1.jpg

dwarve hold 2.jpg

Vermintide dwarve hold.jpg

Vermintide dwarve hold 2.jpg

Finally I’d just like to comment on how well they have implemented good lighting, there are dark parts in missions (notably when you are following a mine cart by torchlight,) which are done really well. My friend I was playing with even exclaimed mid-game ‘This is how you do darkness!’ He was not wrong the lighting in this game is exceptional.

 

Dialogue

The dialogue is often hilarious and not monotonous at all, except maybe when it comes to using your special powers which can become repetitive. Although take this with a pinch of salt as this was my first time playing of course. The characters react to each other and have a bond and are constantly in friendly rivalry and competitive banter whilst the fighting is going on. The dialogue and accents suits the characters well and of course it features the Dwarven and Elven rivalry we all have come to expect. Even though I’m not a super fan of Warhammer I think they capture the lore well in this and the game as a whole. Those who know the lore more in-depth than I can be a better judge of that but i generally feel those folk will be satisfied. As a whole the dialogue does a good job of adding to the immersive experience coupled with the level design, character progression and gameplay it’s another big old thumbs up from me. And it  has been getting chuckles out of me so far so I’m loving it … see this example below….

 

As well as being immersive it makes the characters more 3D and equips them with some nice personalities. Even if I hate that slimy sounding smug Witch Hunter bastard, at least he makes me feel something, instead of just being a throwaway flat nothing. Each character is their own person and it comes across.

 

TWEET.jpg

 

Kerillians fine by me … sort that other geezer out first!

 

Slight Bugs Or Glitches

Just a couple minor things to mention here which really don’t detract from the game at all. I had a dual monitor phantom mouse clicking off the screen issue with windowed or bordered full screen. But was easily fixed when I set it to full screen with no borders.

Of course there are some minor AI model bugging issues but they’re few and far between.

Sometimes the bosses’ health meter doesn’t show up for a while if at all in the time it takes you to dispatch the foul creature. Which can be a bit jarring when you have no feedback for how the fight is going, but usually it’s only for some of your party and rarely all of you. So no biggy there really.

 

Concluding Remarks

All round it’s a fantastic game in my eyes,  even if you’re not a fan of either aforementioned franchises but just like team based escape games and hack and slash with tactical team gameplay. This one is still for you as I think this is just an objectively enjoyable game for the most part.

One slight remark that isn’t really a criticism just a suggestion, even though there is already enough in the game to make it worth the money. I just got to thinking perhaps there could be a different game mode in the form of Stronghold defense and through this you could upgrade your Stronghold cosmetically and functionally. More of a suggestion and wish on my part more than anything, as I would like to do what it says in its name and hold it strong. Geddit? Har-Har.

A solid effort with very little criticism to be levelled, if any, thus far from my 15 hours or so of experience. Which is good, so I’d say I’d give it 10 somethings out of 10 somethings on my first playing. Going to be playing this one thoroughly, we’ll see if my first impressions hold true.