Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
people wont come back unless ♥♥♥♥♥♥♥♥ updates that add new shiny skins and nerf/buff ♥♥♥♥ every week
that's what happened i was there playing it when it took place.
But if you make a good game and it dies, is that the fault of anyone or is that just how games are?
A movie being good doesn't mean it has to be re-watched constantly. You can enjoy a game, and your memories with it, but also never want to touch it again.
Absolver could have been bigger, and it could have had more done. For sure.
And honestly, the way the game was laid out, you can tell they wanted to do more...then pivoted halfway and realized that balancing a fighting game with so many moves is a nightmare.
So, yeah. For what it was, Absolver was cool. It was a fresh combat system and just had a neat little style to it. But it was never balanced to be long-term as a game. It was never intended to be something players stuck around playing for years. It was, in effect, a disposable experience. Something that you could only really experience at the height of it's popularity, far before the game was solved.
After that it fell through, and it's something I see in my library and kinda sigh wistfully every time whenever I'm bored when I scroll through my library.
They tried to solve this with the DLC, but the community had largely moved on... and it was the MP fighting game folks who would have given the game longevity anyway.
The fact that they went on to make SIFU shows they learned. Instead of being torn between two genres, SIFU fully embraced being a single-player beat em up and was one of the great games of its year - and no one feels the need to ask why it's "dead".
They SHOULD'VE matchmade by the amount of playtime based on performance. Actually tracking matches/combat scenarios with players, almost like a meter that comes up during certain sequences in other games, and using that performance reading of Hits Connected, Hits Dodged and Countered, as well as Win totals directly. Don't say it can't be done, it just HASN'T been done.
Then of course obviously that connection especially depending on the platform was just horrendous at times even in PVE scenarios. The devs should've put love into fixing it though for sure, it's surprising that they didn't.
But I severely hope their new secret project will basically be like an Absolver/Sifu styled PVP game since it's stated that PVP will apparently be involved if not the main focus
People were nuts about it, but the actual 'story' content can be beaten in an afternoon and people felt cheated because they didnt understand that its really a 1v1 fighter with a cool exploration based training ground.
If they ever do Absolver 2 i think they should really focus on the overworld aspect though, it was super cool when the game was fresh to bump into other players and train against them, unlike in Souls games where you get actively invaded.
I would spend ages training up new players on the road, it was awesome.
I'd love to see content like Downfall be integrated more into that system, really lean into the 'chance encounter' stuff.
Not to mention they overcorrected the launch era issue of getting jumped by 4 bots just trying to walk from point A to B, now most locations are virtually ghost towns and you can't get 3v1s as easily.