Steelrising Review – Gamereactor – Steelrising

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In general, I’ve always felt that the subgenre of action RPGs is a little bit all over the store. On the one hand, I understand and appreciate how the challenges they provide appeal to a wide variety of people, also, it’s clear that many of these types of games are based on very creative and interesting worlds. But at the same time, the way the narrative is delivered (often revolves around the player figuring out everything on their own), the UI, the item kits and customization elements, and even the very, very punishing gameplay, it feels like you’re taking a step forward, Two more steps back, um… let’s just say that I never understood the magic of these parts of an action RPG. However, I’m still here to review Steelrising, an action RPG from the talented French team that developed GreedFall, Spiders.

I’m reviewing the game this time for two main reasons: First, I find the concept and setting of another French Revolution (seeing deadly mechanical automata knocking down an uprising of the oppressed) really unusual And interesting, and secondly, because the preview build I checked a few months ago made it clear that Steelrising doesn’t have all the same pitfalls of the action RPG subgenre. I mean, the RPG elements feel leaner and less complex, the UI is more manageable and intuitive, and the gameplay seems less overwhelming. Some of this hasn’t quite translated into a review version of the game, and I can add that – especially the last one, as Steelrising can be a serious challenge at times – but in general it all goes ahead and makes the game more approachable , more accessible, even if it’s still pretty demanding.

Anyone who has played an action RPG will find Steelrising very familiar. Gameplay is about progressing through a location while facing various powerful creatures and having to decide whether to fight them or run away and save some much-needed health. The loop develops here because you can only get the resources you need to upgrade your gear by defeating enemies (Anima Essence), but at the same time, in typical A-RPG fashion, if you die in battle, you’ll end up at the end Spawns in a Vestal (think Dark Souls bonfire), leaving all your Anima Essence on your corpse. The resemblance to Dark Souls doesn’t stop with this loop, too, as items found around the world appear as a glowing blue flame to ensure you don’t miss their often tricky hiding spots.

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Combat is similarly played, but noticeably smoother. The protagonist of the story, Aegis, is an automaton that is the same as the machine she is fighting, but more agile and seemingly built with more advanced technology, so that she can use her agility and dodge ability to face the massive mechanical creatures in battle , to avoid incoming hits. Compared to the slower FromSoftware games, this system feels more rewarding and entertaining, as mobility is key here, both in a horizontal and vertical sense.

The vertical element is also pretty unique to Steelrising, as it also provides some replayability for every location you can visit. As you progress through the storyline, you’ll continue to find items and gear that enhance Aegis’ abilities, such as grappling hooks or a way to break certain walls/doors. Once you have these moves, you can reach new heights around the Paris skyline and discover new ways to move a level or find some carefully hidden loot. Exploration isn’t as satisfying as a typical open-world RPG, and more of a product of getting from one place to another, but you can see the spiders are always trying to encourage players to go back to previous locations, even if there’s no reason in narrative sense do so on.

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When it comes to narrative, this is an area I’m rather conflicted about, as on the one hand I love the concept of a storyline and how it offers a new approach to the French Revolution, while still maintaining key historical elements like iconic names like Robospierre and Marie-Antoinette) heavily involved. But at the same time, much of the storyline is conveyed by finding lore passages, or by discovering strange animated flashback sequences associated with each character. Also, the interaction between the characters and Aegis is a bit lacking in emotion – mostly because Aegis is an automaton that doesn’t show any humanity – which puts a lot of responsibility on the supporting characters and their sometimes peculiar-looking facial animations. This combination doesn’t always work.

The customization and RPG kit is also an interesting one, because while there are options to find/change weapons, armor, items, etc., I find you can easily stick with guns, upgrade your starting gear (assuming it matches your playstyle) match) and you’ll be fine. Which begs the question, why would you change weapon types, especially if you start with an alchemist (who is good at elemental weapons) with a weapon with less elemental affinity – you’re shooting yourself from the first minute and it feels like it’s A strange design style, so cut and dry.

But despite its merits, one part of Steelrising that I really appreciate and welcome is the accessibility kit, which makes the game’s challenges more approachable. You can ignore this completely and face the game as the spider intended, or rather remove the ability to lose all of your anime goodness on death, make enemies deal less damage, etc. It just enables a wider audience to enjoy the game while maintaining the integrity of the game, which I don’t see as a positive feature.

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While I do think that Steelrising lacks some of the wonder and ambition, as embodied by Elden Ring, it’s still an intimidating and fun action RPG. It’s challenging, set in a beautifully realized world full of opportunities and threats, and plays smoothly and smoothly. It’s not a perfect game at all, but it has enough character and personality to stand on its own in a competitive subgenre.

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