Graven Review (Player 10)
Oh Graven, dear Graven. Dear devs who worked on Graven. Dear customer who wants to know if Graven is worth the purchase.
I hate to leave a negative review, particularly right upon release, and since I am only 3+ hours into the first hub.
But...
This game needs work.
I do want to make anyone reading this aware that these are EARLY GAME THOUGHTS, and some critiques of the game overall, from what I have experienced THUS FAR.
Let's just say, in the spirit of Graven itself, the devs have some serious peat to shovel until this game can properly shine.
There are some serious design decisions, or lack thereof, that I take issue with. Until there is substantial tweaking done, or else I subject myself to figuring out just how to progress, I cannot recommend it.
Firstly, the ill-begotten checkpoint system. Yes, everyone has been complaining about it, but for good reason. Quicksaves are a no here, I get that. But why must I be subjected to running all the way back to where I was to begin with before having exited the game previously? It makes it hard for me to want to come back.
Secondly, the map. Or, actually, the blatant absence of one. I usually don't have too much of an issue navigating complex levels, but this is more of an issue of being unsure of where I am even going. It is so, so obvious to me that this is a clear oversight. Either the devs had completely memorized the maps, or just totally forgot to implement them, but this only makes the checkpoint situation worse, and navigation all-the-more confusing. When I read in my 'Journal' to go "there", wherever, say, the "Clotted Alcoves" may be, I feel more like turning the game off than exploring.
This finally brings me to my third major issue. The level design as a whole. As I mentioned before, having come to the "Clotted Alcoves", sans the help of a map, I have been asked in my 'Journal', to find the Totems used by Cultists in the area, so as to complete a puzzle. But there seem to be hints at the foot of the puzzle. And I scour the entirety of the "Clotted Alcoves" two or three times wondering just where I am being pointed to. This is without even mentioning that there are plenty (and I mean PLENTY) of inaccessible areas that seem to warrant returning with items/abilities I do not yet have. Now, this would be fine, if I only could find the trail of breadcrumbs to progress through the area I AM allowed in. I get the sense that the sprawling ruins are "Fromsoft-esque", but it is hard to find any answers as to how to proceed. It just feels as though the level designer did not get feedback. Who knows, maybe all my answers can be found at the shops. Maybe I screwed up.
Overall, I would say the experience of playing Graven is akin to finding yourself in a strange new-world, only no one tells you to "follow the yellow brick road", or even what direction the "City of Oz" is in. I just feel directionless.
Similarly, I am none-too sure about the stamina system. It is a literal thorn in my side, and once old-man John Graven runs outta juice, prepare to hear him wheezing for a minute or two, particularly if you are doing literally anything other than standing still. Even your jump is weaker, so you have to wait if you are platforming at all.
The crouch is... deceptive. It barely registers as having lowered your body, and yet you can make smaller gaps than you may first realize. This is so odd that I am certain it isn't intended to be this... poor at conveying its use.
Its still EARLY GAME for me, so take the combat critique with a grain of salt. Spells are really not all that exciting for combat-use, and the kick is fairly ineffective. Combat is fine overall so far, melee combat could be a little more satisfying/deep. The cuff arrow is not very inspiring to use. I believe an FPS can have a great starting weapon, just look at games like Ion Fury (a 3DR joint) and Incision. Great pistols, and as a starting weapon with a similar purpose, it just feels... ineffective.
I HATE the bat things who spew acid. That's it concerning enemies this early into things. I do have legitimate critiques concerning them, however. I dislike how far off they tend to be when they begin attacking, probably to incentivize the purchase of the scope (which I have yet to find). I also don't like how HUGE their acid pools become after a few seconds. See the Scrags from Quake for a similar enemy, who isn't a war criminal. What a role model.
I have been horrifically negative so far, so here are some POSITIVES:
Nothing about this game tells me its a bad game, only that it needs some adjusting and a few changes. This isn't a broken, bad, or waste of a game. In fact, I absolutely LOVE what is going on here, in Graven. Levels are atmospheric, exploration is compelling, art/music is extremely top-notch, Stefan Weyte is killer. But this game just needs some polish.
Here is to 3DRealms, hoping they can pull a classic gem out of the rough. I'm so happy for them that its out. Given all the layoffs and development time, I seriously hope they can improve Graven. It could go far, if pulled off correctly.
In that spirit, as this game continues to get the love and attention it deserves, keep an eye on it, and soon (I hope) I can recommend that you BUY THIS GAME. Until then... probably don't buy it. Unless its on sale.