Mskotor
July 2026 Update
Next update (works only on profile page)
Overall
backlog
progress
:
The good 👍
- Enemies are not scaled to us, and don't feel like bullet sponges as we become stronger
- Gun play is interesting
- Maps are medium size to not be overwhelming, and still filled with details
- Good progression with weapons, weapon upgrades and skills
The bad 👎
- Story feels half-baked
- Inventory management is tedious
- Enemies are dumb
- PvP that is forced into game for no reason. Good it can be turned off
Conclusion:
It does feel a bit like reskinned Dishonored, with different guns and day-is-looped mechanism. Similar powers, open-world gameplay. So a bit like Ubisoft games have "style". You play one game of the studio, and you get a feel for most of their titles. Good for people who like more of the same, but I expected something more. Surely when it comes to the story and characters.
- Enemies are not scaled to us, and don't feel like bullet sponges as we become stronger
- Gun play is interesting
- Maps are medium size to not be overwhelming, and still filled with details
- Good progression with weapons, weapon upgrades and skills
The bad 👎
- Story feels half-baked
- Inventory management is tedious
- Enemies are dumb
- PvP that is forced into game for no reason. Good it can be turned off
Conclusion:
It does feel a bit like reskinned Dishonored, with different guns and day-is-looped mechanism. Similar powers, open-world gameplay. So a bit like Ubisoft games have "style". You play one game of the studio, and you get a feel for most of their titles. Good for people who like more of the same, but I expected something more. Surely when it comes to the story and characters.
Details
☐ Bare-bone ☑ Average ☐ Good |
Story starts a bit like detective story. Why is the main character not remembering who he is. Why did he leave notes to himself. How does the loop work. We piece the story together via audio recordings and written notes. Events happen on the Blackreef island at different times of the day, and game does a good job at organising the collected clues in a journal for later reference. Our goal is to break the loop. We can do it by killing all visionaries. Basically people who originally run the experiment to create the loop. There are 8 targets across 4 locations, at different times of the day. We can't visit enough locations to kill them individually. So we gather leads and figure out ways to exploit visionaries personalities, in order to cluster them together for chain kills in one location. Around half-way game starts to feel a bit repetitive. The fact that enemies are always at the same positions, going through the same paces do get stale. Ending is lackluster 3-choice, pick one outcome type of situation. |
☐ Boring ☑ Average ☐ Good |
Blackreef island is in a time loop. At each midnight day resets, and all characters follow the same actions through the day. Everyone except us and Juliana, woman we talk to on the radio. We are somehow special, and can retain memories between the loop instances. Game has 4 maps, and there are 4 parts of the day. Morning, noon, afternoon and evening. Each location changes slightly through the day. Doors that were closed in the morning may be open in the afternoon, or visionaries move between the maps as the day progresses. We start map by entering through tunnels, that connect the whole island. The same tunnels are our way out when we are done gathering clues / killing visionaries. There are no saves mid-level. When we are killed we get two rewinds, where game place us a couple seconds "earlier" than when we were killed. When we die 3rd time loop resets, and we lose all weapons, weapon mods and ability tokens we gathered. Though quite early game introduces infusion mechanic, where we "anchor" objects to us by infusing them with magic-essence. Infused objects persist between loops. |
☐ Basics (walk, jump etc.) ☑ Magic / powers ☐ Advanced combat |
THere are two types of abilities.
One comes from slabs - supernatural objects created by one of the visionaries using magic-essence. They basically mirror Dishonored abilities. Blink, chain kills, invisibility, rage, telekinesis. Each visionary has one slab we obtain after they are killed. Multiple Kills of the same visionary, across multiple loops, gives us slab modifiers. E.g. longer blink, blink-mid-air, blink that allow us to swap position with the enemy. Second kind of abilities are more passive, and come with ability tokens we find in the environment, or on killed enemies. They are also made from magic-essence, and we can have up to 4 equipped at the same time. More health/mana; faster health/mana regeneration, faster reloading, faster hacking, silent running etc. There are tons of them, and they allow to modify the gameplay a little, to better fit our gameplay style. |
☐ Clunky and stiff ☐ Adequate ☑ Fluid and enjoyable |
Controls work well. Blink snaps in place, basic in-game parkour is well executed. It is not a crazy platformer by any means, just basic jumping and running through obstacles. |
☑ Basic ☐ Detailed ☐ Over complicated |
There is a load out screen in hub area between entering the next location. Apart from that, during the gameplay we can access screen with clues, audio logs, and journal. Very basic. |
☐ Boring and generic ☐ Average ☑ Good ☐ Great |
There is a good variety of weapons. We can play both stealthy or gun blaze, use powers, modify our character with passive abilities. Weapon tokens increase magazine size, accuracy, reload speed etc. The issue with combat is that basic enemies are quite dumb. They will charge at us when they see us, or walk around puzzled when one of their friends is killed via stealth or with silenced weapon. They won't try to flank us, or sneak up on us. Plus there are the usual types: melee, ranged, bomb-kamikaze, sentinels (that can raise alarms to bring reinforcements). Nothing innovative. |
☑ None ☐ Skins ☐ "Time-savers" ☐ Direct purchase ☐ Custom currency (gems etc.) |
☐ None ☐ Story progression ☑ Few collectibles / easy to get ☐ Grindy collectibles / hard to get ☐ Require multiple playthroughs |
☐ No saves ☑ No saves, progress carries over ☐ One checkpoint, too rare ☐ One checkpoint, frequent ☐ Manual saves |
☐ Can run on potato ☑ Medium requirements ☐ High requirements ☐ Too low for what is visible on screen ☐ Optimization disaster |
☐ May look good 10 years ago, but not now ☐ Blurry textures / geometry problems ☐ Average ☑ Good ☐ Beautiful |
☐ Nothing to remember ☐ Good voice acting ☑ Good weapons & effects ☐ Good OST ☐ Music flows well with the action |
☐ Resolution, volume only ☐ Basic graphic settings ☑ Advanced graphic settings ☐ Adjustable HUD ☐ Accessibility options |
☐ No map ☑ Basic ☐ Detailed ☐ Minimap ☐ Fast travel |