Tuesday, November 24, 2020

In Celebration Of Violence | PS4 Review

Julian Edison's inspired indie "In Celebration of Violence" is a fantasy rougelike with a heavy focus on violence, and the effects of said violence. The game opens up with a segue into a story detailing a peasant's encounter with violence, and the townsfolk's reaction to his personal tale of woe. Some stood idly by as people tend to do, and did nothing while others sought to be the man's hero. Ultimately all failed, and it is in this story of failure that we find out none of these individuals are actually the protagonist. That violence itself is the main behind-the-scenes string puller. The personified influence of violence which is forever capitalizing on acts of malicious murder, and inflicted terror through those gripped by it's dark intent. Through individuals of different classes that the personification of violence controls, violence itself is perpetuated. In an endless cycle that rinses, and repeats with each life and death. It is as one of a handful of class based individuals that you yourself will become a part of the enigmatically personified violence's game. Spilling blood to level up, and improving base stats while dying, and reliving your blood soaked fantasy adventure until it is finally complete. 

When the game opens up beyond the initial narration you'll find a somewhat simplified character creation screen that will allow you to change genders, hair and facial visuals, colors, and character class. You'll even find a listing of about 10 different base stats that can be leveled up after each playthrough supposing you collect enough experience, and commit a certain percentage of violence in your time within the areas outside of the castle hub that is the game's starting area. The classes you can play as each come with a particular weapon, and base equipment or gimmick. There's the dual wielding peasant, for example, as well as a class known as the coward which carries a rapier, and has a supporting body guard. Other classes are available too, and like these two come with their own take on gameplay functionality. Initially there are only about five different classes to choose from, but the more you play the more that will become available.

Once you've created your character you will be dropped into the castle hub which doubles as an interactive tutorial, and place filled with various secrets itself. Beyond the tutorial diagram that lies upon the castle floor nothing is really laid out in regards as to what it is you need to do. Through exploration, and experimentation though you will gradually become familiar with the game's features and mechanics. The mechanics in this particular indie experience include a dodge, parry, and attack option. That, and a potion, surge, and equipment feature. Dodge, attack, and parrying requires stamina to work and stamina depletes with each of those three actions. Making each action's importance comparable to the ones you'd be making in a Soulsborne title. More so when you factor in your character's ability to perform a light and heavy attack. In the way of single use items potions are an item that can be tossed to create an effect or reward based upon the potion's color. Sometimes dropping experience currency, or even warping you to different areas, among other things. Equipment also plays a role in exploration and combat in that the equipment can alter the way the weapons are used. Making them function differently against enemies, and destructible environmental obstacles. Acting as the game's health refill mechanic surges will help you stave off an untimely death. They are basically the Estus flask from Dark Souls. It'll refill a certain amount of life. They are also limited in number.

Gameplay ...

The gameplay loop, and model of progression within "In Celebration Of Violence" will have you going through location themed portals into different types of enemy filled areas that each have their own unique completion requirements. Some are basically looting and violence opportunities while others come with an objective fulfillment bar that depletes as the objective nears completion. Forcing you to kill all the area's enemies before the bar is fully emptied. Other portals will have you facing mobs of enemies or even bosses with huge health bars, and goons. Between all of that you will be collecting the dropped experience currency, and spending said experience currency on spell books, crystalized power-ups, and other things that are akin to what "The Binding of Isaac" offers. That, and materials or resources that can be used in weapon or item crafting. Spells in particular are also a limited use commodity you can spend experience on, but can do various things as offer up supporting attacks, or creating attacking familiars that will target enemies. As you go about enacting violence, plundering, and paying experience points for all the extras you will face the threat of death. Death happens when you run out of health from enemy attacks or hazards. Depending upon how far you made it, and how much violence you engaged in during your playthrough you will carry over some currency which can be used to increase permanent base attributes/stats at the main character select/creation menu. Supposing you deposited your experience earnings in a floating book that appears after a red portal's stage clearing you'll bank even more experience points for use in upgrading your base stats or attributes back at the main character select menu. Of course it goes without saying that the higher the violence percentage the bigger the experience payout upon death.

Crafting ...

Along with the grind for experience currency through wanton acts of violence you'll also be collecting crafting materials that can be spent at altars or work benches. The alters will buff your base stats for the current playthrough, and can sometimes end your run all together if it is one that inflicts health damage per use. In regards to the work benches you'll be able to craft weapons, armor, health items, and keys if you have the experience currency and required resources to do so. Crafting weapons on your outings will make them available at the castle starting hub. Making it easier to get back to where you were.

Menus ...

Two things worth noting are the dial menu brought up by R3, and the OPTIONS menu. The dial menu let's you do things like call allies, dig, inspect, and even drop equipment or weapons. The OPTIONS menu on the other hand includes access to the game's map, bestiary, mementos, and equipment listings. That and a notebook for lore sake. As for as the allies are concerned this game can have up to 5 players total, locally. Making it a game for at home friends and family if they are around, and you have enough controllers to give everyone.

The Verdict ...

One big thing "In Celebration Of Violence" has going for it is it's replay value. It is a roguelike in the vein of The Binding of Isaac, and Dark Souls that has plenty of secrets to uncover, and a random level generator that makes each playthrough different. Something that roguelikes are famous for. The game through it's lack of explanation also encourages exploration. Not to the point it's discouraging, or frustrating, but to the point it makes you want to keep on playing despite the inevitable deaths you will face. Through the game's experience currency system you will eventually be able to build a character that can complete a full playthrough, and it is that base attribute system that gives you more reason to keep on keeping on. The addition of additional character classes, and the randomized layouts of the map as well as the randomized looting opportunities make it so that no playthrough is ever the same. This game definitely has a lot going for it, and with the nature of the genre blending I'd say it is highly recommendable. A must buy for fans of roguelikes, and Soulsborne style games.

 



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