

I tested this mode with a colleague and we were smashing everything in our way until we reached a boss, a giant dog-type thing with tentacles. As you can imagine, having two Spawn smacking a boss with swords is a lot better than having one person trying to bring the hurt. One big and immediate difference between this game and its source material is the presence of multiplayer, either online or as couch co-op via split-screen. So far, so creepy, and it makes me miss Lordran.

Obviously, it appears that not all was as it seems, and as we enter the station there are monsters everywhere, the station looks like it’s in a state of disrepair, and there are ominous shadows and sounds all over. We are aboard the Irid Novo, a space station that was built jointly between the Human race, and an alien race called the Arisen. I’m going to avoid spoilers as far as possible (mainly because I’m still not 100% sure what’s going on) but it’s not a spoiler to tell you about where we are.

The story is drip fed in, as we interact with some characters or find documents that give us the background to what has happened and where we are. We are called a Spawn, and it transpires that we are human, but have been created for a specific purpose, and it’s not to put our feet up and have a Pina Colada. The story of Hellpoint is largely unknown at the start, as is traditional in these games. Also though not well optimized I am impressed by the size of the game compared to the space it takes on my computer. While not perfect it has its own charm and you can see the souls like in it but it went and did its own thing. The few npc you interact with are almost all very well done, especially the three gods (I still think they could have done more) which gives you not only an otherwordly feeling but also that you are nothing to them a very good representation of everything around the work of Lovecraft.
#Hellpoint my old friend plus#
Plus all the easter eggs, clever references and jokes. The lore is very interesting though a bit tough to follow. The embience is on point, the structures have this otherwordly feels that you do not really know how they were made or what they are meant to be, they did not abuse of cheap tricks to scare the player or make him die. Both had flaws but they damn well nailed what they wanted to do. īut it strangely brought me back to Dark Souls 1 with its very open progression with the same feel that you need to know the map to get around quickly without having many teleportation point. That mainly comes out to the fact that project was way too ambitious in some places. That and numerous bug, issue some npc and also the fact that they miss an opportunity to have a covenant-like system for the three gods as well as more unique rewards.

Except the god awful optimisation in some part of the game, the fact that most bosses are elite ennemies and that there must have been a sadic in the team who knew jump was not precise and made some precise platforming in a few part of the game.
