12/25/2023 0 Comments Werewolf white wolf forms.![]() ![]() Perhaps if Earthblood’s combat was more entertaining none of the above would be such a deal-breaker, but it just isn’t. The Crinos itself does control very well, but seeing as the majority of the game has only a handful of enemy types, it becomes less and less exciting as the game progresses. There is a combo meter, but the game doesn’t come close to replicating the tactility of, say, a Platinum Games-esque flowy combat system, so it isn’t particularly compelling. This is cool the first couple times, but then as the game progresses and stealth becomes less and less of an option, it begins to test one’s patience. When combat initiates, the game forces a transformation into the Crinos, a massive hulking beast that is very much a stereotypical werewolf. Once exposed, the game insists you wipe out every single enemy, which is another bizarre design decision I found sullied the flow of the experience. ![]() The spectacle of a werewolf tearing into these comparatively tiny humans is as awesome as it should be, even if that awe is something that only lasts for the first bit of the game. It’s immersion-breaking, to say the least, especially given that when one is role-playing a werewolf the tendency is to go buck wild. As levels are progressed room by room, each is a separate entity, and even if you go completely aggro, the next group is completely oblivious. Only when you mess up or choose to go loud does the game switch gears to action. Once an enemy goes into red alert, or sees a body and notifies the others in the room, the stealth option becomes nearly impossible as the AI is programmed to path right to you for whatever reason. When getting through the stealth sections, there’s hardly any leeway to enemy awareness, either. You aren’t given a means of distracting enemies, either, and enemy pathing doesn’t seem patterned to allow you a gap to fit through, so it often comes across as an uphill battle it feels like you aren’t meant to win. Your only available option is to take down enemies with their backs to you or shoot them with the crossbow, which isn’t the silver bullet it perhaps should be given that several enemy types are immune. My main gripe is that while stealth makes sense within the context of the story and level design, it’s annoyingly one-note in practice. Indeed, that’s the lion’s share of the gameplay experience.Įntering a room with enemies, for example, drops Cahal into an immediate and permanent crouch between using a tactical crossbow and well-planned takedowns to thin the crowd, the action takes a backseat. In terms of gameplay, while its touted as an action-RPG experience, it would be more accurate to call Werewolf: The Apocalypse an action-stealth game.
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