Forgive Me Father | Review
Of the more or less recent wave of retro-style FPS that has come to grace the fingertips and synapses of all those who like to blow up the heads of their enemies in a riot of red blood and mangled meat, Forgive Me Father is the latest (but, we are sure, only in chronological order) epigone.
Like others before him, above all the mighty DUSK (of which you can read our review), declines a gameplay from the traditional canon in a modern key , which translates into a generally very high pace of action and a consistent, overwhelming number of enemies to be killed. Those who have done the studies define this model as a "boomer shooter", which is not a genre in which you shoot at fifty out of time but simply the elevation to the power of what the various DOOM, Quake, Wolfenstein, Duke Nukem and company blastante.
In a not at all original way, indeed with a fidelity that certainly smacks of tribute, but also of laziness in the story. There is not much that makes a very predictable plot really interesting, with the protagonist arriving, following a worried letter, in a derelict village, the starting point of an adventure that will lead him to face the Ancient One all tentacles: Cthulhu of course.
There are therefore various guns available to everyone, but also different powers, and if those of the priest go in a more defensive direction, those of the journalist allow a more offensive approach. It changes very little, in practice, although some skills are really fanciful and choreographic their effectiveness is relative and then it is the weapons that reign supreme.
In what is an initially rather classic arsenal, but that through certain upgrades becomes more particular and varied, all the tools of death familiar to enthusiasts are found, therefore pistols, submachine guns, shotguns, rocket launchers and the like. All are useful, but in a rather artificial way, because it is evident that some are much more powerful than others (the machine gun above all), but the perennial scarcity of ammunition leads to having to resort to every single weapon available, even including a knife. br>
Really enough. so little? Yes, because Forgive Me Father focuses a lot on quantity, even too much, putting enemies practically everywhere, and all quite resistant, even in an annoying way: because (just to mention another general balance problem) a double shot often takes away 4 / 5 life to mid-level enemies? All or not! Clearly, with such premises, it often takes very little for an overall enjoyable experience, thanks to a good feeling of the guns, a gore of impact and always sustained rhythms, to run out of frustration.
Also because the team developer, Byte Barrel, has implemented a not quite centered save system. There are no checkpoints, there is no possibility to save the game at any time: this can only be done at specific points, often placed in a rather questionable way in what is the extent of the levels. You die, and by the middle of the adventure you often die, even at a normal difficulty level, and you have to start all over again or before challenging battles from which you may have already won in the previous game. True, each level can be completed in a matter of minutes, but the risk of tedium is always lurking.
Like others before him, above all the mighty DUSK (of which you can read our review), declines a gameplay from the traditional canon in a modern key , which translates into a generally very high pace of action and a consistent, overwhelming number of enemies to be killed. Those who have done the studies define this model as a "boomer shooter", which is not a genre in which you shoot at fifty out of time but simply the elevation to the power of what the various DOOM, Quake, Wolfenstein, Duke Nukem and company blastante.
In a not at all original way, indeed with a fidelity that certainly smacks of tribute, but also of laziness in the story. There is not much that makes a very predictable plot really interesting, with the protagonist arriving, following a worried letter, in a derelict village, the starting point of an adventure that will lead him to face the Ancient One all tentacles: Cthulhu of course.
There are therefore various guns available to everyone, but also different powers, and if those of the priest go in a more defensive direction, those of the journalist allow a more offensive approach. It changes very little, in practice, although some skills are really fanciful and choreographic their effectiveness is relative and then it is the weapons that reign supreme.
In what is an initially rather classic arsenal, but that through certain upgrades becomes more particular and varied, all the tools of death familiar to enthusiasts are found, therefore pistols, submachine guns, shotguns, rocket launchers and the like. All are useful, but in a rather artificial way, because it is evident that some are much more powerful than others (the machine gun above all), but the perennial scarcity of ammunition leads to having to resort to every single weapon available, even including a knife. br>
Really enough. so little? Yes, because Forgive Me Father focuses a lot on quantity, even too much, putting enemies practically everywhere, and all quite resistant, even in an annoying way: because (just to mention another general balance problem) a double shot often takes away 4 / 5 life to mid-level enemies? All or not! Clearly, with such premises, it often takes very little for an overall enjoyable experience, thanks to a good feeling of the guns, a gore of impact and always sustained rhythms, to run out of frustration.
Also because the team developer, Byte Barrel, has implemented a not quite centered save system. There are no checkpoints, there is no possibility to save the game at any time: this can only be done at specific points, often placed in a rather questionable way in what is the extent of the levels. You die, and by the middle of the adventure you often die, even at a normal difficulty level, and you have to start all over again or before challenging battles from which you may have already won in the previous game. True, each level can be completed in a matter of minutes, but the risk of tedium is always lurking.