112 people found this review helpful
6 people found this review funny
Not Recommended
0.0 hrs last two weeks / 2.1 hrs on record (1.3 hrs at review time)
Posted: May 27, 2015 @ 10:08pm
Updated: May 27, 2015 @ 10:20pm

Quick Review: In Verbis Virtus does two things right: the visuals (mostly) and then the speaking mechanic. Unfortunately, I think nearly every other mechanic is either annoying or just dumb. The game should have been a pure puzzle game, but it does too much and fails.

Here's what works:
  • Using your voice to pick spells. This is literally the single best mechanic in the game. It works about 85-90% of the time, which may not sound great, but if the game had been a pure puzzle game that would not be an issue. In fact, I am fairly confident it could work in a game like Skyrim, where you have a little bit of leeway between enemy encounter and needing to be completely ready.
  • You can switch between the game's made up language and English for the spells, though the English versions are a little long.
  • The game will say the spells out loud to you if you need it.
  • The visuals. Not very original, and the glowy particles hurt my eyes a few times, (especially the save points) but otherwise the game looks good.
  • Not having mana. All mana would do is slow you down and make puzzles unbearable, I am glad it was not included.

Here's what is functional, for the most part:
  • The atmosphere. It's dark fantasy, I guess. I wasn't actually paying too much attention, but there was magic, blood, and breasts. I can't say too much about the actual writing of the game, I skimmed through literally all of it, but the actual feel of the world is lackluster. It is very static, the only things that move are some rocks and the enemies, but most of the enemies take away from the experience so it doesn't matter.
  • The controls, in theory. As long as you are not doing timed puzzles and there is nothing around to hurt you they work just fine.
  • The spells. Like the visuals in that they were fancy, but not interesting. Not your average fantasy spells, but not very exciting either. I found a flashlight, a laser beam that you had to point directly at the puzzle object, a spell that was 100% contextual and just moved stuff for me, and a telekinesis spell that was dumb and clunky because it required two other phrases if you wanted to move things closer or further away.
  • The music, probably. I didn't really listen to it, but it wasn't offensive.

Here's what doesn't work:
  • Having health. I guess the no mana guy went to lunch because I don't see any logical connection in getting rid of mana, but not health in a puzzle game. In an action game sure, but this game is supposed to be about puzzles. All losing health does is make the game arbitrarily more difficult. The enemies and puzzles are kept pretty much completely apart, it would have been best if the enemies were removed or made part of the environment instead of kept as a real barrier to progress.
  • The controls, in practice. In order to beat the puzzles you have to be 100% on the target, and a lot of times it doesn't even make sense. Since the voice commands are only mostly accurate, having to really on quick reflexes is completely unfair because you can saying a command right but the game doesn't have to agree with you. In Verbis Virtus seems to be in on it too, spawning enemies to get rid of your health and then putting you in time trial death traps. This is infinitely compounded when you are using a controller. Sure, you can say "Just don't use a controller." but if the above issues were fixed it wouldn't be a problem. At best the controls in-game finicky and annoying.
  • Story telling. It was either text dumps or cutscences, absolutely no atmospheric story telling. Okay okay, it isn't much reading, but the problem is you can ignore 95% of it with no problem until you run into a bad puzzle. This leads me into...
  • The game is either too upfront or not helpful in the least. The story is in the first camp, but the puzzles are in the latter. One puzzle is literally this: stare at the floor, walk into a statue, and then stare at this statue without moving for like 5 seconds. That is an awful puzzle, and I only would have known if I had read the text logs, which was unnecessary until that point.
  • Platforming. Not 100% awful, but overly difficult due to being in first person and just not necessary.
  • The puzzles. This should have been pretty much the only element of the game, but it isn't. Had the developers spent more time on the puzzles and less time on everything else (except the speaking mechanic of course) then I this game would be such an easy sell. I am not big into puzzle games, not at all, but in my 80 minutes of playing the game (which appears to be about 1/4th of the game or less based on achievements) almost all the puzzles were either reflecting a lazer or using a spell on the contextual green spot, if they weren't simply unsolvable without googling the issue. There was one puzzle that involved using boxes to hold a door up that I liked, every other puzzle sucked.

All of these negatives culminated on one puzzle and I could not go on. This puzzle required super precise controls and two second timing, where if I failed I died because my health was pretty much zero, and what was my reward? A completely new and entirely obtuse enemy murdered me. I am legitimately not sure if I could even damage this guy, but if I could it would have required super accurate aiming on my part anyways. I had no old saves to load to because making new ones required me bending over to use my keyboard, and reloading my only save left me with almost zero health and no other way to proceed but that awful timing puzzle. I had no other option but to quit.

What should have been changed:
  • The health bar should have been thrown away.
  • The enemies needed to be fundamentally different. They could have added to the a lot to the atmosphere, made the world feel alive. If all of the enemies were like the bat enemies, where they don't directly attack, but you can interact (i.e. kill) with them things would be much better. At least let me scare off the bug swarms with the flashlight instead of having to ineffectively laser beam away individuals who are only one part of massive groups. It feels like the enemies are from Metroid: Prime and it does not work.
  • Remove any puzzle that requires precise timing or aiming. Unfortunately, that was basically every puzzle I faced so the dev team would need to do a serious rehaul.
  • Make changes to the graphics options apply without a restart. Also give me an option to get rid of flashing lights if there isn't already one.
  • Make the story less ambiguous and get rid of most of the cutscenes, or add more atmospheric story telling.

I think the dev team lost focus of what they wanted to make. The game should have been either about puzzles or killing monsters, probably the former to be honest, but the way they mashed those two goals together doesn't work. In Verbis Virtus really is not that far away from a pretty good game, but the designers at Indomitus Games seem to lack discipline in their work. Actually, that probably isn't fair, maybe the publisher meddled too much or maybe the team had bigger ambitions and it fell flat; but in all honesty I'd rather see the spell selection mechanic sold to a bigger developer who could handle it better. I don't think In Verbis Virtus is worth your money. Maybe if you really want to check out the voice mechanic take a look, but don't spend more than five bucks.
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6 Comments
KamikaziFly Jul 15, 2016 @ 12:11am 
How dare you not like this game. You played it so you should love it! How could you not love it when you said you enjoyed a small part of it?! Everyone should be positive cause then no one would ever be unhappy!

No. All these positive reviews bother me so much. I have come to hate reviews that pretend crap sandwichs taste good because of the bread. Thanks for this negative review so that I could get some insight to the challenges this game could have. I read both positive and negative reviews, but almost all positive reviews are crap. Only negative reviews make good enough points to understand the game mechanics.

Again, thanks for writing this review!
Leonardo Nov 23, 2015 @ 5:32pm 
Also, why the fuck everyone makes reviews without finishing the game? "Oh it is unbearable, my ass can't take it anymore, I'm to frail!"
Leonardo Nov 23, 2015 @ 5:31pm 
"I can't cast spells because of the pressure of enemies in my face" Boohoo. The game delivers what it says. What the hell is wrong with today's reviews? They're developer insight now? Really?
SLaSZT Nov 12, 2015 @ 1:38pm 
Seems to me like you're upset you didn't know you were supposed to check the logs. That's on you, not the game. Obviously they were more important than you thought.

Also enemies are supposed to be barriers to progress and puzzles that include timing and aiming are supposed to test precision. If everything was achievable without effort the game would be boring and easy. Sounds like you just need more practice or something.

Overall, this is a pretty unfair review. Maybe it's just not your kind of game?
DancingGeek Nov 12, 2015 @ 7:12am 
It seems more to me that you don't like/understand the Graphics Adventure genre at all, rather than IVV not being good....basically all your review says is that you expected a puzzle game but you're not into puzzle games, so you didn't like the puzzles (this is not a game for someone who wants to rush thru it, patience and thinking is required); and since the other aspects are marginal you didn't like them either.
You also criticized parts of the game which you blatanly admitted not to have put much attention on....and those aspects were the VERY CORE of all graphic adventures.
Basically not your kind of game, you kept looking for things that this game isn't and at the same time explicitly ignoring all its strong features...
Literally Gilda Jul 20, 2015 @ 4:11pm 
exactly my feelings after 4 hours. i'm glad i didn't spend more than five bucks either.