{"id":7739,"date":"2022-09-30T13:19:11","date_gmt":"2022-09-30T13:19:11","guid":{"rendered":"https:\/\/blog.bwgamespot.com\/index.php\/2022\/09\/30\/i-cant-tell-if-open-world-roguelites-are-good-because-ravenbounds-combat-isnt\/"},"modified":"2022-09-30T13:19:11","modified_gmt":"2022-09-30T13:19:11","slug":"i-cant-tell-if-open-world-roguelites-are-good-because-ravenbounds-combat-isnt","status":"publish","type":"post","link":"https:\/\/blog.bwgamespot.com\/index.php\/2022\/09\/30\/i-cant-tell-if-open-world-roguelites-are-good-because-ravenbounds-combat-isnt\/","title":{"rendered":"I can&#8217;t tell if open world roguelites are good because Ravenbound&#8217;s combat isn&#8217;t"},"content":{"rendered":"<div class=\"youtube-video\">\n<div class=\"video-aspect-box\"><\/div>\n<\/div>\n<p>Unconventional concepts require excellent execution, and Ravenbound&#8217;s open world roguelite mashup is indeed unusual. After a <a href=\"https:\/\/www.pcgamer.com\/i-hope-ravenbound-actually-pulls-off-its-open-world-roguelite-mashup\/\">promising first look<\/a> at Ravenbound back in August I&#8217;ve gotten to play it sooner than I expected\u2026 and probably sooner than developer Systemic Reaction should have allowed. As of right now, Ravenbound&#8217;s melee combat is not excellent.<\/p>\n<p>And that combat is pretty important. Ravenbound&#8217;s core concept is that it&#8217;s an open world action roguelite, specifically third-person melee combat with fantastical baddies pulled from Swedish folklore. In a typical roguelike\/lite, linear progression and randomization would force me to survive one room of combat and then the next, creating tension by not telling me what&#8217;s through the next door. Ravenbound doesn&#8217;t work that way.<\/p>\n<p>The first thing I do is jump out of a tower, turn into a bird, and survey the symbols denoting combat encounters and key locations strewn about the mountainous, forested landscape beneath me. The world is at my wingtips so I soar for the location of one of three keys I&#8217;ll need to unlock the area boss, dive to the ground, and transform into a human, ready for a scrap.<\/p>\n<h2>It comes down to combat<\/h2>\n<p>Ravenbound&#8217;s combat gave me a set of familiar actions: light attack, heavy attack, charged heavy for stuns, blocking, dodging, and a plunging attack pulled off by jumping before dropping a heavy. My enthusiasm dried up as soon as I started tapping attack buttons because unfortunately, dodging, blocking, and sword-swinging\u2014Ravenbound&#8217;s fundamentals\u2014all felt <em>bad<\/em> in the alpha build I played.\u00a0<\/p>\n<p>When I jump up and then press the right trigger for a plunge attack (Ravenbound recommends a controller) my character hangs in the air half a second too long. When goblin-like Tufftir enemies perform a similar move, they deal damage even if I&#8217;ve moved well out of their way before they land. The dodge maneuver lets me change direction mid-slide, which feels soupy instead of tactical. I can lock onto a target during combat, but tipping left or right with my analog stick to swap targets works so rarely that I found myself unlocking and relocking a new target instead. That&#8217;s not ideal when those little goblin fellas often come in fast-moving packs of five or more.<\/p>\n<div class=\"image-full-width-wrapper\">\n<div class=\"image-widthsetter\">\n<p class=\"vanilla-image-block\">\n<\/p><\/div>\n<\/div>\n<p><span class=\"credit\">(Image credit: Systemic Reaction)<\/span><\/p>\n<p>The only bit of combat that nearly clicked was the perfect guard, which knocks back and stuns groups of enemies if I time it just before their strike. Even that I can seldom use to cancel my own attack animation\u2014whether by design or error I couldn&#8217;t tell.<\/p>\n<p>These seem like solvable complaints individually, and maybe even as a whole Systemic Reaction will be able to yank the reins of its combat back on track. As it is now though, my first encounter with a group of dual axe-wielding humans actually made me wince and every subsequent encounter confirmed that gut reaction.<\/p>\n<p>I was certainly prepared to forgive Ravenbound for mid-development oddities&#8230;but combat, the primary activity, wasn&#8217;t negotiable.<\/p>\n<p>Past the combat, all of Ravenbound&#8217;s supporting elements encourage efficiency\u2014an inclination I still appreciate towards controlling its openness. I can transform back into a raven at certain points on the map to fly to a new encounter faster. The town near the center offers additional health potions for sale along with quests from NPCs which will reward coins to buy those non-renewable potions. Combat encounters reward me with a card I can add to my hand: some giving additional attack, others defense, one particularly handy one would cause bleeding on nearby enemies any time I used a health potion. Tragically, I was already out of health potions by the time I received it and was loathe to take on a quest, and thus more muddy combat, in order to afford one.<\/p>\n<div class=\"image-full-width-wrapper\">\n<div class=\"image-widthsetter\">\n<p class=\"vanilla-image-block\">\n<\/p><\/div>\n<\/div>\n<p><span class=\"credit\">(Image credit: Systemic Reaction)<\/span><\/p>\n<p>The developers told me they hope to grab people who aren&#8217;t typically roguelike\/lite players\u2014presumably those who are third-person action fans who might be open to a change. That&#8217;s me. When a game has an intriguing prospect, something that I want to see succeed, I go in willing to make some excuses for it. I was certainly prepared to forgive Ravenbound for mid-development oddities like lighting glitches and placeholder text, or even the cohesion between its map and roguelite tension feeling half-baked. But combat, the primary activity, wasn&#8217;t negotiable.<\/p>\n<p>I&#8217;m still intrigued by what Ravenbound&#8217;s trying to do. A roguelite with a known map, a day and night cycle, weather, quests to accept if I dare\u2014those are all worthy ideas. I had hoped to come away from this first hands-on with a judgment on whether all those things together had legs. I want to know if its card-based upgrades feel as compelling as unlocking guns with weird effects in Enter the Gungeon. But I can&#8217;t even make that call yet, when its core swordplay feels so off.<\/p>\n<p>The hopeful note here is that Ravenbound is not imminently launching, so it&#8217;s possible things will improve. Systemic Reaction is still planning beta tests sometime in the near future, which you can sign up for <a href=\"https:\/\/ravenboundgame.com\/\">on its website<\/a>. If you&#8217;re still fundamentally interested in a roguelite stretched out into an open world, try getting your hands on this one ahead of time to be sure.\u00a0<\/p>","protected":false},"excerpt":{"rendered":"<p>[#item_image]I can&#8217;t tell if open world roguelites are good because Ravenbound&#8217;s combat isn&#8217;t<!-- wp:html --><\/p>\n<div class=\"youtube-video\">\n<div class=\"video-aspect-box\"><\/div>\n<\/div>\n<p>Unconventional concepts require excellent execution, and Ravenbound&#8217;s open world roguelite mashup is indeed unusual. After a <a href=\"https:\/\/www.pcgamer.com\/i-hope-ravenbound-actually-pulls-off-its-open-world-roguelite-mashup\/\">promising first look<\/a> at Ravenbound back in August I&#8217;ve gotten to play it sooner than I expected\u2026 and probably sooner than developer Systemic Reaction should have allowed. As of right now, Ravenbound&#8217;s melee combat is not excellent.<\/p>\n<p>And that combat is pretty important. Ravenbound&#8217;s core concept is that it&#8217;s an open world action roguelite, specifically third-person melee combat with fantastical baddies pulled from Swedish folklore. In a typical roguelike\/lite, linear progression and randomization would force me to survive one room of combat and then the next, creating tension by not telling me what&#8217;s through the next door. Ravenbound doesn&#8217;t work that way.<\/p>\n<p>The first thing I do is jump out of a tower, turn into a bird, and survey the symbols denoting combat encounters and key locations strewn about the mountainous, forested landscape beneath me. The world is at my wingtips so I soar for the location of one of three keys I&#8217;ll need to unlock the area boss, dive to the ground, and transform into a human, ready for a scrap.<\/p>\n<h2>It comes down to combat<\/h2>\n<p>Ravenbound&#8217;s combat gave me a set of familiar actions: light attack, heavy attack, charged heavy for stuns, blocking, dodging, and a plunging attack pulled off by jumping before dropping a heavy. My enthusiasm dried up as soon as I started tapping attack buttons because unfortunately, dodging, blocking, and sword-swinging\u2014Ravenbound&#8217;s fundamentals\u2014all felt <em>bad<\/em> in the alpha build I played.\u00a0<\/p>\n<p>When I jump up and then press the right trigger for a plunge attack (Ravenbound recommends a controller) my character hangs in the air half a second too long. When goblin-like Tufftir enemies perform a similar move, they deal damage even if I&#8217;ve moved well out of their way before they land. The dodge maneuver lets me change direction mid-slide, which feels soupy instead of tactical. I can lock onto a target during combat, but tipping left or right with my analog stick to swap targets works so rarely that I found myself unlocking and relocking a new target instead. That&#8217;s not ideal when those little goblin fellas often come in fast-moving packs of five or more.<\/p>\n<div class=\"image-full-width-wrapper\">\n<div class=\"image-widthsetter\">\n<p class=\"vanilla-image-block\">\n<\/div>\n<\/div>\n<p><span class=\"credit\">(Image credit: Systemic Reaction)<\/span><\/p>\n<p>The only bit of combat that nearly clicked was the perfect guard, which knocks back and stuns groups of enemies if I time it just before their strike. Even that I can seldom use to cancel my own attack animation\u2014whether by design or error I couldn&#8217;t tell.<\/p>\n<p>These seem like solvable complaints individually, and maybe even as a whole Systemic Reaction will be able to yank the reins of its combat back on track. As it is now though, my first encounter with a group of dual axe-wielding humans actually made me wince and every subsequent encounter confirmed that gut reaction.<\/p>\n<p>I was certainly prepared to forgive Ravenbound for mid-development oddities&#8230;but combat, the primary activity, wasn&#8217;t negotiable.<\/p>\n<p>Past the combat, all of Ravenbound&#8217;s supporting elements encourage efficiency\u2014an inclination I still appreciate towards controlling its openness. I can transform back into a raven at certain points on the map to fly to a new encounter faster. The town near the center offers additional health potions for sale along with quests from NPCs which will reward coins to buy those non-renewable potions. Combat encounters reward me with a card I can add to my hand: some giving additional attack, others defense, one particularly handy one would cause bleeding on nearby enemies any time I used a health potion. Tragically, I was already out of health potions by the time I received it and was loathe to take on a quest, and thus more muddy combat, in order to afford one.<\/p>\n<div class=\"image-full-width-wrapper\">\n<div class=\"image-widthsetter\">\n<p class=\"vanilla-image-block\">\n<\/div>\n<\/div>\n<p><span class=\"credit\">(Image credit: Systemic Reaction)<\/span><\/p>\n<p>The developers told me they hope to grab people who aren&#8217;t typically roguelike\/lite players\u2014presumably those who are third-person action fans who might be open to a change. That&#8217;s me. When a game has an intriguing prospect, something that I want to see succeed, I go in willing to make some excuses for it. I was certainly prepared to forgive Ravenbound for mid-development oddities like lighting glitches and placeholder text, or even the cohesion between its map and roguelite tension feeling half-baked. But combat, the primary activity, wasn&#8217;t negotiable.<\/p>\n<p>I&#8217;m still intrigued by what Ravenbound&#8217;s trying to do. A roguelite with a known map, a day and night cycle, weather, quests to accept if I dare\u2014those are all worthy ideas. I had hoped to come away from this first hands-on with a judgment on whether all those things together had legs. I want to know if its card-based upgrades feel as compelling as unlocking guns with weird effects in Enter the Gungeon. But I can&#8217;t even make that call yet, when its core swordplay feels so off.<\/p>\n<p>The hopeful note here is that Ravenbound is not imminently launching, so it&#8217;s possible things will improve. Systemic Reaction is still planning beta tests sometime in the near future, which you can sign up for <a href=\"https:\/\/ravenboundgame.com\/\">on its website<\/a>. If you&#8217;re still fundamentally interested in a roguelite stretched out into an open world, try getting your hands on this one ahead of time to be sure.\u00a0<\/p>\n<p><!-- \/wp:html --><\/p>\n","protected":false},"author":0,"featured_media":7740,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[20],"tags":[],"_links":{"self":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/posts\/7739"}],"collection":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/comments?post=7739"}],"version-history":[{"count":0,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/posts\/7739\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/media\/7740"}],"wp:attachment":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/media?parent=7739"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/categories?post=7739"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/tags?post=7739"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}