GRAVEN

GRAVEN

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Final Thoughts
I kind of want to encourage the developers not to give up on this game because I think it could be something special, a proposition based mostly on Act 1. I beat the game yesterday. It was quite the ride, and I don't mean that in exactly the best way. I think if the devs want to rescue this game, they'll have to confront its faults honestly without sacrificing too much of the obtuseness of the game's systems. In some ways, it seems to me that many people are complaining that Graven is the game they asked for. It does feel like a lost game from the past, and its faults and challenges are part of that. It requires intelligence, patience, and the sharing of information. That being said, the game does seem to hold the player in contempt sometimes, although it wouldn't be too hard to make it a little more friendly.

After I finished Act 1, I was invested; I bought in. The first couple of hours were marred by frustration and disappointment - the game simply isn't quite what I wanted it to be - but eventually I learned how to have fun with it, got through the Clotted Avenues, and started enjoying seeing how the puzzle pieces fit together. The game almost has more in common with, say, The Legend of Grimrock 2, than it does with some of its obvious influences. It's a tightly wound puzzle box. Messy, but oddly addictive and rewarding when things really click.

Act 2 is immediately a little more spartan and less atmospheric, but the first half of it is fairly exciting. New zone, new biome, new enemies. The first castle type area is fun, if not wholly new. But there's an obvious lack of polish compared to Act 1.

But the second half of Act 2 (Grimwine and beyond) feels incomplete and poorly designed.

Act 3 is far worse. Emptier, less moody, generally hollow feeling. And the second half of Act 3, including the final boss, is an incoherent disaster. All the care and hand-crafted detail in Act 1 has long vanished, and we're left with a skeleton of a finale.

I think the best thing the devs could do is to fix Acts 2 and 3. Forget implementing a map. Forget making it "easier" or more accessible. Just put as much care into Acts 2 and 3 as you did into Act 1. I could go on with a list of things that work and things that don't, but I think there's quite a bit of that already.

I encourage players to give Graven a chance because Act 1 is really enjoyable once you learn how to enjoy it, but that also comes with a warning: this game is not finished.
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Visar 1-15 av 34 kommentarer
Bankai9212 30 jan, 2024 @ 17:53 
Op I see where your coming from but act 1 is good because it was in ea for around 3 years. 1.0 just added those acts and it’s obvious it was rushed. Not really sure what you mean by “game I want it to be” the devs don’t know given the odd design choices that fixing act 2 and 3 won’t address. Unfortunately I don’t see any resurgence with this kingpin and soon phantom fury I don’t expect anything but a bandaid for graven.
a7 30 jan, 2024 @ 18:49 
I agree that the game needs work, but I don't expect a miraculous change. When I played the first part in early access, it seemed to me that developers just need to improve the controls, savegame system, fix bugs and add two more similar hubs and it would be quite decent game.
But the controls and saving system weren't improved at all, the map was removed and some weird issues like FPS drops in Cruxfirth appeared in the final version that weren't there before. They added two parts that seem to me each with decreasing quality in comparison to previous.
I've played games in the past that frustrated me in some ways at first, but I still liked them later on. That didn't happen with Graven. It seems to me just unsatisfying overall, except for the good atmosphere and music, but it is not enough for a video game.
Senast ändrad av a7; 30 jan, 2024 @ 19:01
Cahalith 30 jan, 2024 @ 23:12 
I've only just arrived at Grimwine's, so I can't really comment on how much the quality suffers after that, but I'll take your word for it.

Otherwise, I agree with OP: Fix what's there instead of trying to make drastic changes. No need for a map, for example, since the level layouts are memorable enough and exploration is an inherent part of the game, after all. A save system would be nice, but only because of the many bugs left in the game. If those got fixed, the whole respawning thing wouldn't be a problem.

I'll also say I don't quite get how much people hate on "odd design choices" in this game. As I've said, I haven't played past Grimwine yet, but I've yet to encounter a design choice that actively detracts from my enjoyment of the game. I mean, it's obvious this game was developed with very little in way of a plan. Just take the fact that the EA version had explodable gas, electrify-able puddles, electrify-able gears and spiked barticades patched into it after the initial EA release, in a desperate attempt to add some kind of purpose to the magic and the kick. But does it really detract from the game? Don't approach Graven expecting a complex imsim or RPG and you're still left with a solid (if buggy) exploration shooter with some added gimmicks.
a7 31 jan, 2024 @ 1:18 
So you belong to a group that doesn't want to change practically anything in the current game. Yes, it may still appeal to certain players, but it will just stay in the extreme niche (currently it is played by 30 players).
Cahalith 31 jan, 2024 @ 1:50 
Yes, that's my personal opinion about the game. After all, what's so bad about being niche?

To put those numbers in perspective, it's about 10:30 in Europe at the moment and most people are at work or in school (I'm at work BTW :episweat: ), while it's the middle of the night in the Americas. So that's two main player groups unable to play right now. Also, according to SteamDB, Graven has a 24 hour peak of 139 players and an all-time peak of 639 players 3 years ago when the EA version was released. Turbo Overkill, which has been hailed as one of the best shooters of our times, has a 669 all-time peak (24h and current player count are similar to Graven right now, but probably not comparable because TO has been out for many months).

Retro shooters ARE niche, and slow exploration-focused shooters like Graven are a niche within a niche. So yes, I think it'd be pointless to change everything that makes Graven a different kind of experience that appeals to a specific niche, just to try and get a shot at appealing to a greater audience with very different ideas of what's "fun". Fix the bugs, improve the quality of the later levels, but if some players have trouble navigating the world without a map, for example, then maybe this game just isn't for them. Not all games have to appeal to everyone.
a7 31 jan, 2024 @ 1:57 
I'd be more interested in the opinion on this from the Embracer people.
Cahalith 31 jan, 2024 @ 3:01 
Yeah, Embracer already fired a bunch of 3DRealms employees last month, so fully closing them is probably on the table. Though to be honest, (new) 3DRealms' output has always been niche and even within the niche, they've had few really popular releases (Ion Fury, Cultic). I don't think their corporate overlords were ever gonna see Graven as the one thing that could've prevented them from closing 3DR if only it had been better received...
Bankai9212 31 jan, 2024 @ 4:23 
You want a list of odd choices:

-inventory and hot bar that serve no purpose other then swapping weapons a pain

-Stamina that is there for an inconvenience outside if running melee is worthless

-basic level spells are worthless in combat and upgrading them being a expensive.

-random spikes of mob density and a game they claim in “slow paced”

That’s just a start game being “niche” even though it isn’t doesn’t make those choices good.
Bankai9212 31 jan, 2024 @ 4:23 
Ursprungligen skrivet av Cahalith:
Yeah, Embracer already fired a bunch of 3DRealms employees last month, so fully closing them is probably on the table. Though to be honest, (new) 3DRealms' output has always been niche and even within the niche, they've had few really popular releases (Ion Fury, Cultic). I don't think their corporate overlords were ever gonna see Graven as the one thing that could've prevented them from closing 3DR if only it had been better received...
Those worked because different devs that know what kind of game they want to make.
Ursprungligen skrivet av Cahalith:
Yeah, Embracer already fired a bunch of 3DRealms employees last month, so fully closing them is probably on the table. Though to be honest, (new) 3DRealms' output has always been niche and even within the niche, they've had few really popular releases (Ion Fury, Cultic). I don't think their corporate overlords were ever gonna see Graven as the one thing that could've prevented them from closing 3DR if only it had been better received...
Embracer is on a row for a while, team who was working on a new Deus Ex got the shaft this week, and the game was cancelled.
Cahalith 31 jan, 2024 @ 7:32 
Ursprungligen skrivet av Mr. No_Effs_Given:
Embracer is on a row for a while, team who was working on a new Deus Ex got the shaft this week, and the game was cancelled.
For a second there, I thought "Wait, did they cancel Core Decay?" Then I remembered there was an actual Deus Ex game in development which we only heard about after it had already been cancelled by the corpos :sarif:

Ursprungligen skrivet av Bankai9212:
Those worked because different devs that know what kind of game they want to make.
True, but beside the point. I only said that 3DR's releases have been of wildly varying quality and reception for a while now, and Graven probably won't be the one thing that makes Embracer cull the weak in this instance, as I think a7 meant to suggest.

Ursprungligen skrivet av Bankai9212:
That’s just a start game being “niche” even though it isn’t doesn’t make those choices good.
I fully agree that many design decisions in the game are odd and seem to be vestigial remains of design directions that were abandoned at some point in development, but I'm not arguing that these are GOOD choices. I'm saying just because they're odd or don't add to the game very much doesn't mean they're BAD design choices that objectively detract from the game. My argument is that a lot of people on these forums pretend like Graven is the most awful game ever released, just because it has a bunch of vestigial design elements that sometimes serve little purpose. To get back to talking about Deus Ex, that's like saying the original Deus Ex is objectively a terrible game because the swimming and environmental resistance skills are pretty much useless in that game. Just don't put points in them and you'll be fine.

Ursprungligen skrivet av Bankai9212:
-inventory and hot bar that serve no purpose other then swapping weapons a pain
Yes, it's odd that the game limits the number of weapons you can readily switch to in this way, but with my current inventory, I can easily build fully functional loadouts for every possible combat situation: Fletchant/Crossbow, Cuff Arrow for sniping, Peat Burner for mass destruction, plus spells and the staff as a fallback weapon, plus one slot for healing potions. Or Orthogonal Hymnal, Ballista for sniping, plus Peat Burner for crowds, plus spells and staff. Even if I choose as many three-slot weapons as possible, that still gives me 4 weapons plus three spells. So what's the problem here? Sure, I wouldn't mind just having all my weapons assigned to the number keys, but it still works with these arbitrary limitations in place. It could even be argued that the system makes the player think about which weapons they should combine in the hotbar to be ready for whichever combat situations are coming up.

Ursprungligen skrivet av Bankai9212:
-Stamina that is there for an inconvenience outside if running melee is worthless
Increasing your stamina with the shrines and not bunnyhopping everywhere does the trick. Graven wants to be a slower, exploration-heavy game and the stamina system is an admittedly heavy-handed, but still effective way to prevent the player from just flying through these levels. What I will give you is that it's too easy to get into situations where you're stuck in places that require you to jump to get out of, as jumping on 0 stamina won't allow you to jump high enough. You'll need to wait a few seconds to let your stamina refill.

Ursprungligen skrivet av Bankai9212:
-basic level spells are worthless in combat and upgrading them being a expensive.
Basic level spells are indeed worthless in combat, and as I've mentioned above, using them as environmental tools is also not weaved into the overall game in a very elegant way. But they become useful in combat with the very first upgrade and those aren't THAT much more costly compared to upgrading weapons overall.

Ursprungligen skrivet av Bankai9212:
-random spikes of mob density and a game they claim in “slow paced”
I've also sometimes run into surprisingly large groups of enemies, but this is actually something which the game's design fully accounts for, for a change: You don't get XP from enemies, so simply avoiding them is a legitimate tactic. If you bother upgrading your spells, you can also zap them or set them on fire for crowd control, and the upgraded Fletchet, the Peat Burner, the Ballista etc. all have crowd control capability.
Bankai9212 31 jan, 2024 @ 7:48 
The issue with the hot bar is the same as inventory it serves no purpose but to stop the game to swap, there’s no need to think since the game stops in the menu. If anything it’ll just force players to stick with weapons the work is every situation. Doesn’t help later weapons are just weak by comparison.

Bunny hopping would mean you get a boost while jumping you don’t so just sprinting is all you need. So again why have it when it’s there as an inconvenience especially since quoting brings you back to the hub. Like inventory it’s a hold over from what the original scope of the game was.

Spells require why more compared to weapon upgrades especially since the alt fire is all you need. Maxing out fire requires 10k along with feathers so you’d only purchase them if you have the money

You could only avoid the mobs if you know where to go, which you won’t on a first time playthrough, plus there are either blocks or puzzles need to progress so how would you avoid mobs at that point? Like I said like of focus and direction. The game isn’t awful is the weird design choices in a game that was in EA for 3 years with little to no update.

The game is just average that I don’t expect fixes with both kingpin remaster and phantom fury being worked on at the same time.
a7 31 jan, 2024 @ 9:30 
Ursprungligen skrivet av Cahalith:
Even if I choose as many three-slot weapons as possible, that still gives me 4 weapons plus three spells. So what's the problem here?

Try the gamepad and cycle through it with D-pad keys to see the problem. You may be dead before you switch from spell to weapon. But even with keyboard, it's still unnecessarily clumsy and having to select only some weapons for active use makes no sense.
Senast ändrad av a7; 31 jan, 2024 @ 9:38
Bankai9212 31 jan, 2024 @ 9:43 
There’s zero reason for weapons to have more slot space makes no sense.
a7 31 jan, 2024 @ 9:54 
Plus the need to often drag and drop some object to the bar is not ideal even with mouse and outright clumsy with a gamepad.
Senast ändrad av a7; 31 jan, 2024 @ 10:04
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