Written by Thomas GJ Sharpe
Loot River is a pixelly, puzzley, roguey thing that,
since launch, has swung between my good and bad graces. Many moving parts make
this fascinating and bold, and yet concurrently cumbersome, and worse for the
multitude of said parts. I believe that the issues highlighted by a lacklustre
reception have, however, been acknowledged and are beginning to be responded
to. For this reason, I have a pleasant, yet tentative, hope for Loot River.
There was a fair bit of visibility for this small title. I
was grabbed by the visuals with a gameplay reveal. These little pixelated
characters knocking around some gorgeous environments; pleasant lighting
effects; water effects carefully balanced against the pixels; even the very
bureaucratic type face used was intriguing. The movement of the little player
character reminded me of my childhood nightmare-inducing playing of Ecstatica.
Spindly and minimalistic, uncanny and unnerving.
You play a dead warrior in flooded underworld, resurrected
by a woman who tasks you with retrieving a mystical gewgaw that will release
you and some other trapped spirits. The world is traversed by floating
platforms, controlled by the player. You battle monsters and bosses. You character
build as you do a “run”, putting points into attributes. You collect buffs,
world mutators, and unlock weapons on a weapon tree. You have a hub world that gives
you a place to buy items, unlock new areas. So. Many. Moving. Parts. All at
once it has an ARPG feel, a roguelite rhythm, an atmospheric experience, a
puzzle game. Slipping between these gears is sometimes jarring, sometimes good,
but mainly jarring.
For instance, the “puzzle” element of moving platforms
around to make your way across the levels is a nice idea, but it amounts to
very little. While the platforms are primarily transport, they can be
weaponised to provide or withhold access to mobs. A slight ability to mould the
environment is something energising, but a lot of the time it is unnecessary as
the action element tends to end up on the top of the priority pile.
Using dodges and parries, a couple of varieties of attacks, the
player inevitably has to get sufficiently good at making space and taking
opportunities to strike. Unfortunately, the balance is not there with most
enemies for me, with it being sometimes unexpectedly easy and then bafflingly
hard. In general, having said that, the combat is fun enough to keep you going.
Restarting runs is not a particularly satisfying thing, as the gameplay is
generally clumsy and a tad labourious. There is, however, something compelling
in this heap of things you do.
There is a charming misery to this, like Blasphemous,
that smooths my opinion. While there isn’t the imaginative viscera, Loot
River does provide a little atmospheric tingle. If the developer tightens
more of the issues, such as character movement and busted AI, then this would
be a solid and unique game. I hope they continue to refine Loot River.
It’s like Dark Souls crossed with Cannon Fodder and I really,
really like that, but this is just a 3 out of 5. A plucky underdog for
those interested in floating platforms, parry timing, and definitely,
definitely, definitely using a controller.
Overall 6/10
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