Friday, June 14, 2024

Whacking Hell | PS5 Review

The survivor-like genre has boomed in popularity since it's inception. I have personally reviewed several different takes on the core formula over the years. Some of which introduced new mechanics, and others that strictly adhered to the fundamental features. The biggest difference above all being the artistic design in each and every instance. While the genre does have it's defining attributes, and differing aesthetic choices I'm glad games like "Whacking Hell" come along to stir things up with a somewhat fresh take. 

Whacking Hell, in particular, takes the base concept of survivor-likes and expands on it in multiple unique ways. This includes town venue leveling via collected materials and gold that in turn opens up even more features, and permanent upgrades that will effect how the game is played going forward. 

Needless to say there is a ridiculous amount of grinding to get to the point that a clean run is doable. Not only that, but unlocking the PSN trophies will require hours upon hours of dedication to get that prized platinum. If you don't mind the grind and have got the time Whacking Hell might just be the genre entry you're willing to jump in on though.

From the start Whacking Hell's options are strictly limited. You have access to one character class, one weapon type, and one chapter in which the grind will kick off. Your starting character class is the adventurer, but through grinding and paid costs you will be able to later unlock the Hunter, Mage, and Sage classes that each come with added stat benefits. Those benefits are 5 second boosts that buff certain attributes for a short time. In tandem with the classes, and buffs weapon selection starts you off with only a bow and arrow, but in a similar fashion can also be further unlocked through grinding to gain access to a sword, wand, shield, and knife. Each with their own attack types in-game. 

The bulk of gameplay beyond the setup is done in chapter stages. The chapters, totaling three, come in themed locations filled with mobs of lesser enemies that swarm as a timer counts upward. Introducing with each passing minute new, more difficult to defeat enemy types before a sub-boss intervenes at the six minute mark, and the final boss well after that. 

You will use your class's base attack to start off with, culling enemies for their soul essence which in turn levels up a progress bar to the point of bringing up a random selection of three different passive buffs or active abilities. Each of these can be leveled up 6 times, and after that you'll be able to upgrade to an ultimate form of the buff/ability with an alpha and beta variant. You can mix and match these abilities or choose to sync them up with noted compatible ones that will synergize the build, and allow for maximum and constant damage output. 

Through base attack, abilities, and buffs you'll be able to avoid health depleting damage if you stay on the move. The trick is to not allow the mobs to fully surround you. This is done by moving around the map, and carefully dodging any objects that would stall you. Doing this will allow for the continuous automated dishing out of projectile, and melee damage as you farm the area for dropped souls, wood planks, silver ingots, or gold coins. That and different tiers of health restoration items. Even instant upgrades via special chests will pop-up from time to time for the taking. The latter of the three collectible currencies are, more or less, the upgrade payments that will be used at six different town venues to unlock and gain access to their offered permanent upgrades. 

Upgrades come in a distinct variety depending upon venue and include things like base stat improvement up to five stages, new character classes, weapons, a corruption modifier to make the game more difficult, resource trading, and other features that add to the gameplay grind.

Not only will you be grinding away to unlock these main key features and options, but you'll also unlock a bestiary listing of the various beasties you encounter along the way including the bosses as you do so. There's rats, worms, cultists, frankenchickens, the Grim Reaper, and even "Satanized" versions of lesser enemies. Each entry in the bestiary comes with a detailed description, and an animated image of that creature. It's a little something extra to grind for on top of everything else. 

The Presentation ...

Immediately when starting up "Whacking Hell" I got this "Darkest Dungeon" vibe from it. The art style is dark, and gothic with a lightly cartoonish appearance. Each character, and creature is animated in a sort of jointed paper doll style of fashion, but without visible seams. The environments, in contrast, are simple by design with ruinous features scattered hither, there, and yonder for added effect. The cemetery looks like a period accurate cemetery, and the village like a period accurate village. The chapter stages, in general, fill their intended role well in the most basic of ways. 

Accompanying the overall visual aesthetics is a symphonic soundtrack filled with strings, and instrumentals. I thought of Castlevania when I first heard it. It's a fitting, but mostly limited series of tracks that adds enough character to the game to matter.

The Verdict ...

I think I've said it before, but sometimes I feel the route survivor-like developers often take with the excessive amount of grinding could be better replaced with reasons to replay the core experience. Leaving progress up to skill mostly, and RNG secondly. Let the abilities, upgrades, and such be fully available from the start alongside no stats to buff. Just throw in some roguelike stage features, more characters/classes (or custom characters?), and more abilities as well. Make it robust and, most importantly, doable from the start if the player is skilled enough. 

Perhaps even incorporate Diablo-like builds with souls-like enemies that can be killed with finishers for better loot. Create a custom catering experience where the player creates and upgrades their own unique character without having to grind XP. Maybe throw in some weapon/equipment loot drops from enemies in different rarities. Just and idea.

Ideas aside, I still found "Whacking Hell" to be a decent entry in the genre. It's visually pleasing with it's grim dark gothic design. Gameplay-wise it's also as fluidly functional as it should be. My only complaint, if any, is that the hitboxes are sometimes hard to read. At times you think you could walk slightly behind a taller creature, but it's not the case. Even the damaging boundaries in the boss fight make for some unreadable hits taken at times. If you can get past this there is enough to enjoy here. It depends upon what you are looking for in a survivor-like as to whether or not it's purchase worthy though.

p.s.,

The developer can feel free to use my ideas in future games. 

- Brad C. (OtakuDante)





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