The premise of Dolmen is awesome. He wants to be a Dark Souls set in space. It has small details from Dead Space and even Mass Effect; and it even brings some cool ideas to the genre through its combat management, but does it manage to stand out with what it offers?
I received Dolmen with open arms. When it comes to video games, we all have a favorite genre that we love enough to play whatever comes out of it. Mine are the JRPGs, the ones in which the trains leave, and souls like. Dolmen belongs to this last group, and it does so with a very interesting proposal. We must safeguard the timeline in which we live. If we fail in our mission, the space-time continuum will go to hell. To achieve our goals, we will have to travel to a space station that, little by little, leads to other places that are more terrifying, less technological, dark and full of monsters to destroy. Said like that, it would seem that the game’s weaponry focuses on pistols and cannons, but no. Here they send great swords and dual weapons. In this way, a very pleasant tone halfway between medieval and science fiction is achieved.
Dolmen has some interesting ideas in its playable section. To be clear, everything is very similar to the first dark souls at the controls, both for the rhythm of the game and for the configuration of the buttons. Magic is exchanged for the secondary use of ammunition, and we can also activate a reactor that improves our strength, grants us an element with which to do damage, defend ourselves and allows us to make more attacks. Healing changes a bit. In From Software games, we use flasks or estus in limited numbers. Here we have an energy bar that we can convert into health or shots. If it runs out, you have to recharge it, and to do that you have to stay very still for five very long seconds so you can heal later.
That is to say, the reactor accelerates us and the energy recharge stops us. And it’s in this strange gameplay rhythm that the game’s biggest problems lie. attack from his masters. Yes not bad in these aspects, but what this video game presents as its own is what annoys the experience. I haven’t finished seeing the grace of remaining completely still to recharge the energy. Also, the stamina bar sucks up a lot of strength for every hit we make, so we become totally dependent on our reactor to be efficient. After playing for about five hours, it’s easy to get exhausted from having to keep an eye on all those bars. I was asked, “Can you let me attack now?”, pressing the attack button 20 times until my character finally performed the action because I had no more stamina, or I didn’t know if I could still heal or not. Unfortunately, their systems get in the way of their mechanics, and it’s only after 10 hours that you’ll begin to tame them, much to your chagrin.
The strange rhythm of the game of Dolmen
Compounding these issues is a storyline design that gets the occasional “hey, this area was connected to this other” moment, but has too many dead ends and load times between areas. The technical part does not accompany either, nor the artistic part. The designs of the main characters and monsters are very generic and they don’t move well either. It’s all very orthopedic, ugly and unnecessarily slow. To change our level points we must touch the save point, travel to our base, eat a load time, enter a room, then a machine and then we can level up. This does not mean that the title have a fun time or have cool things. He knows how to reward triumphs against final bosses greatly, so much so that you want to keep pushing forward for more rewards. All that time we wait for our momentum to recharge is complemented by a parry system of enemy fire. We can retaliate against them and do a lot of damage, and it incorporates ideas into the scene in the form of moving energy pulses with different effects on enemies and characters.
Although Dolmen is a modest game, there are some good ideasThat is to say, although Dolmen is a modest game, there are some good ideas at its core. He wants to have a slower pace so the player is more aware of his surroundings and has to trade blows with bad guys. The scene knows how to attack us and brings something that I really liked: we can revive the main enemies. i wish i had that Ring of Elden. But the problem is that its playable core, its blows, dodges and clashes are not fun, they are not pleasant. Her heart needs more work to get me more interested in her arms and legs. And that weighs down the rest of the experience. It costs you dearly to want to learn how to play it, what your body asks of you is cheat the system as much as possible. I think Dolmen will appeal to those who are very SoulsLike hungry and interested in science fiction, but will have to forgive its many problems to appreciate its virtues.