|18 апреля 2016 г.
- OS: Windows XP SP3
- Processor: Processeur Pentium 200 Mhz
- Memory: 256 MB RAM
- DirectX: Version 9.0
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Hald and his sister are "Keepers", chosen by the gods, their existence maintains order and balance in the world. But peace is not something everyone desires... Claos, a man filled with dark purpose, decides to plunge the girl in a deep slumbers, in order to break the balance and made evil. His younger brother, Hald, decides to find Claos and break the spell, regardless of the means used. For this it will have to cover a vast world full of mystery and danger...
Inexistence is an independent game developed by Jonathan Brassaud, currently in development for PC.
Discover a vast world full of mysteries and action in this Metroidvania-style game inspired by the classics of the 16-bit era.Features
- Many varied places, in a pixel art style worthy of the great hits of the SNES era
- RPG Elements enabling customize the stats and equipment of heroes, and get new abilities as you go
- Varied bestiary, with imposing bosses
- Many annex quests and hidden places
- Multiple difficulty levels.
- Many Steam achievements, trading cards, and badges, for lovers of challenges and collection.
Reviews about the game
I dislike giving negative reviews, but there are far too many significant issues with this game for me to ignore them. The overarching issue with Inexistence is that there's just not much to it. There are less than half a dozen boss fights in the entire game and roughly 15 different enemy types, including palette swaps. The only magic spell in the game consists of shooting out a single underwhelming blue bullet in a straight line and acquiring new weapons does not change your attack pattern nor, to the best of my knowledge, the appearance of your weapon. You can perform a double slash by pressing the attack button at the right moment, but that's the full extent of your melee capabilities. There's a backflip, but it doesn't grant invincibility frames and you'll get knocked out of it if the ceiling is too low so it's often better to just slash away at enemies to kill them before they can attack in the first place. What little plot there is could use a better English translation and has a conclusion which is both disappointing and unearned. The actual length of the game is also ridiculously short; it took me well under two hours to finish the game and that was with collecting every single piece of gear and getting all 7 hidden jigsaw pieces without the use of a guide. Balance and level design are also major issues here. Nearly every part of the game consists of a series of bland, horizontal corridors with no gimmicks, no traps, or anything else other than a handful of monsters sprinkled about. The few bits of platforming which exist tend to be trivial and, to be blunt, extremely bland. As to balance, you gain two stat points every level and I found that putting all of them into strength trivialized nearly every enemy and boss in the game. Gold is also unbalanced as enemies and random blocks often give 1 or 10 gold pieces, but several chests exist which give 1000 each; before even reaching the halfway point of the game I had purchased every single item in the shop, including the best armor in the game. The handful of abilities you gain are also acquired relatively early on and even the best weapon is easily acquired near the start of the game's second half, leaving the remaining 30-45 minutes of this 90 minute experience as a bland key-collecting slog as you slaughter your way through the castle. As far as first games go, I've certainly seen worse, but I absolutely cannot recommend spending money on this. There is far too little here and what is here consists almost entirely of bland level design, overly simplistic gameplay, and unbalanced progression. I did not attempt Hard Mode, but nothing about my initial playthrough gave me any desire to do so.
It was not a bad little game, just very short (and I usually don't have a problem with short, but 1:20 on the first run of an adventure-style game is very brief) and standard. There are a few things that you can buy, but all they really do is make the few attack options you have tougher. The levelling does the same. Basically, you start the game being able to do a 2-hit combo, in the next level you get a really wimpy shoot. Then you spend the last hour of the game choosing which of the two you want to make reasonable. Most bosses can be rushed down with the basic sword attack and the few that can't simply take jump and poke. The story is very minimal and the ending does't make much sense. Again, not a bad game. I bought it for $3 and am not sure if it was worth it (I'm leaning towards "not")
The way Inexistence describes itself on the store page certainly makes it look appealing at first glance. A Metroidvania where we're a kid who maintains order and balance just by existing? Saving his sister (as opposed to a princess) from his older brother Claos by traveling through a vast world filled with varied places, mysteries, and action? I'm sold on just that it's a 2D Metroidvania. Thing is, I wish Inexistence lived up to how it describes itself. If by vast world you mean island with five destinations to travel to, you are correct. If by varied places you mean two houses with stretches of linear grassland that serve as tutorial places, a cave, a linear mountain pass, and a castle, you are correct. Annex quests and hidden places? That one spot in each of the five areas you couldn't get to before because you didn't have one of the three acquirable skills yet. Hald is as developed as the game sounds. Mash attack, or try to time it for a slightly faster (?) combo attack. Or just mash attack. You get the ability to use magic early on from Sahasrahla (yes, the exact name and essentially dude from Legend of Zelda: Link to the Past), but the damage is always inferior to the sword attack and the magic meter takes forever to recover. Later on you get a double jump (complete with flapppy hands) and a teleport useful in all of five situations as it requires you to stand still and can only bring you across completely level terrain. Bumping the icon of where you're going to end up into something like stairs immediately fizzles the spell. Four swords, four armors, four medallions, potions, antidotes (can't even remember being poisoned), and a couple of key items are scattered around the Island. One medallion requires you collect seven golden puzzle pieces lifted straight out of Banjo-Kazooie. I finished Inexistence to "100%" in 2 hours on Normal. Quotations because the game is bugged with regards to one of the boss fights in the Castle. Said bug messes with some of the treasure chests, forever screwing up your completion percentage and achievement gain for that saved file. In between the stretches of "mash attack while you run forward", you get snipits of plot. Much of it never evolves beyond "Hald hates Claos and wants to defeat him because he's a hero". Then you whoop Claos' ass through all three final boss forms, and are given a whiplash twist ending. Ain't gonna spoil it, but it's the one thing the game made me feel something other than boredom (specifically confusion and discomfort). If none of this scared you away like it should have scared me away, then worry not. 2016 winter sale it was marked down to 50 cents which, considering what I received and played through, isn't a bad deal. It's just 2 hours I'd have rather put into something else. Shame, considering the initial description and pixel art. It's ironic to call Inexistence by that: absence of existence. 'Cuz there's an absence of a far better game than what we have, and I wish it could have been better.
A fun little game in which brings back nostalgia to the SNES days. A nice side scroller with a few metroid-like elements thrown in. The game is not that long to beat but that is fine as not every good experience has to be 10+ hours. At $2 this is a recommend to anybody.
Inexistence feels like a baresbones first attempt at a metroidvania platformer. There are much better examples out there, even from tiny development teams such as this one here. Levels are very mediocre in terms of looks and design. With a few exceptions, monster design is poor even when it comes to attacks... if they even attack. Controls are functional, but you're extremely limited in terms of moves. The dodge should have been its own button. The second quick attack when you time it correctly never felt right or satisfying. The only magic attack, a blue magic ball, is extremely underwhelming. I thought there was no map, but turns out there was one of the castle (only the castle) buried in the second page of a menu option that I learned about in the forums. The music is usually good, but not great or memorable like a Castlevania game, which Inexistence clearly takes inspiraton from. At first, the game felt fine, but the more I played, the more disappointed I was. There is an expanded "Rebirth" version of Inexistence that is probably better.
I don't know how this game has so many positive reviews. Its garbage. Seriously. The movement is just gross feeling, the targeting and AI movement is just way off. Its a good....first try i guess, but as a first try i think it should of started on New grounds or something. There is also ZERO story. The moves you pick up have zero to do with combat or beating bosses or anything. The dodge move is Cute. Its works half the time. The other half is because you are in a small pathway the size of the Character. I got up to the Ice Area and was just done with it. I tried and didn't like the feeling of it. I am a Die hard Metrovania fan. Good luck on your next game.