40.5 hours played
Written 23 days ago
I REALLY wanted to like this one. I think 40 hours is long enough for me to say I gave it a chance.
Ultimately, it's just another drop in the ocean of games that fail to meet their potential due to major design issues.
Here, the glaring design flaw is that it sends you all over the world for quests but doesn't give you any way to track them. Some of the quests in the Main Quest chain are literally hidden as well, if you don't explore you won't be able to find them, which means you won't be able to get certain items, which means your progress will stall.
The actual gameplay is fun but frankly MANY of the design choices are just plain trash. One step forward, ten back.
This is one of those games you'll put aside, then years later you'll think 'Oh this looks fun, why didn't I ever finish it!' - but before too long you're the shellshocked soldier meme thinking 'oh god I remember now'.
The big draw for me was that I got to make my own character, something strangely missing from most other Zelda-likes. But the crappy quest design paired with the lack of a quest log stops me from enjoying this game.
Imagine I ask you to remember where a certain mousehole is, and I give you a street name. I didn't say the mousehole was in that street. Instead, I let you waste your time because you were busy making logical assumptions while I was being a time-wasting jackass.
That's what playing this game feels like.
Oh it gets better (by which I mean worse)
'You've got the Beehive, now you have to find the Bear'.
Sweet, now is the bear somewhere that makes sense, or did the dev cruelly put it in some nonsensical location that CLEARLY only exists to pad out the game's runtime?
20 Hours of gameplay, but 15 of them are spent backtracking because of the devs perverse twisted sense of fair play. I would be VERY surprised to find out that the devs of this game are sociable outgoing people and not massive misanthropes.
The issue isn't that it's a Metroid-like rogue-lite. The issue is that it's trying to do Metroid-like rogue-lite stuff without understanding that curiosity and wonder are FAR better player motivators than frustration and annoyance. This should not need to be explained to those who want to make games for a living, and yet so few of them seem to understand it.
Ruins of Tasos - aptly initialised 'ROT' - is the video game version of clickbait thumbnails: It technically delivers, but only in the most obnoxious time-wastey way possible.
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It runs, that's one star.
The gfx/sounds are decent, there's another star.
This is one of most graphically charming games I've ever played, so I'll give it another star for that.
Every single *other* star I'd like to give the game is undone by an annoyance related to that aspect/mechanic. Over and over and over and over again. For me, trying to enjoy this game was like trying to catch all the glitter someone threw at a fan. There's no other way to describe it.
Any joy I had was fleeting, soon to be ruined by the next crappy design choice. This became so commonplace I began to question if the game itself was a meta-commentary on the complacency of modern gamers. That's obviously tinfoil-adjacent nonsense, but the point remains: The only guarantee this game offered me was 'more annoyance'. The idea of uninstalling it sparks more joy than the game itself ever did.
I award this game 3 stars out of a possible 10.