
Explore the last remnants of civilization in this vast, unforgiving, and interconnected world. Learn what is left of its history. Discover pockets of natural life in the perpetually expanding Omnistructure. Lose yourself in a journey unlike any other. Find your purpose in the world.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Bleak Faith is a game almost entirely carried by its - and I really don't like using this word in this way so bear with me here - [b]vibes[/b]. Moment to moment gameplay isn't exactly what I'd call glamorous, even for someone well-versed in slightly clunky soulslikes. Combat is so R1-spammy it quite literally has a mechanic that penalises you for [i]not[/i] doing it, environments are sprawling with unclear direction (and not too often in the fun way), you're constantly subjected to minor glitches and inconveniences and out of bounds weirdness, most bosses aren't really that engaging... I could probably go on, even without resorting to nitpicking. Yet when you're wandering alone across a tiny concrete beam above an endless chasm between two impossibly towering brutalist structures, looking out towards rotating giant shattered rings obscured by distant fog orbiting some unknown mechanism and so far into the distance you can't even hope to imagine how big they truly are, as a single extended distorted guitar tone pierces the air as if the omnistructure itself was heaving out one last dying gasp, you can't help but think the developers really have something here. There's an incredible spark of inspiration and genius shining through the cracks. And I suppose that pretty much sums up the experience of playing Bleak Faith: a constant battle between the brilliance of the environmental and world design, and the slog of actually having to play through it. Now to any fellow insane masochistic gamers reading this that description might make you think of another game, which would be the ever-revered-and-hated Rain World. But where that game succeeds and this one fails I think is in intentionality. That game is frustrating by design, this one just kind of feels like the developers couldn't quite bring their vision to fruition. I suppose I'll namedrop Dark Souls 2 here as well, as both feel quite similar in that regard. So hey, if you like games that hate you a little bit then you are fully equipped for Bleak Faith. It's with games like these I'd appreciate a 'Mixed' or conditional recommendation all the more. Ignore all the old reviews, this game apparently launched way buggier which is why I avoided it for a couple years to try and avoid spoiling such an amazing concept too early and ruining the experience. With this likely being the final build of the game, I think even after all the patches a lot of people would still bounce right off its awkwardness after an hour or so, but I'd hate to play any part in driving away the people that would truly appreciate the extremely high highs. Fact of the matter is, you can't really find this experience and atmosphere anywhere else, and that alone is worth celebrating.
Very good adventure RPG game. Exploration and setting are amazing. Game can be scuffed at times, but it does not ruin overall positive impression. If you like the vibes, then definitely worth giving it a try.
Too jank to be enjoyable when it comes to the bosses, specifically; wormlord. Cool idea, horrible execution. Shame, as it's quite enjoyable up to that point.
Imagine Eraserhead, a Zdzisław Beksiński painting, Dark Souls, Warhammer 40k and Blame! had a weird janky baby, and you're somewhere close to Bleak Faith. It's unhinged in an amazing way. Sometimes beautiful, sometimes ugly, but inspired despite its very deep flaws. A special shout-out to the bizarre soundtrack of drones, chants and wall-of-noise atmospheric black metal style guitars. To sum it all up: The vibes are STRONG, the atmosphere thick and oppressive, and the jank is ever-present, but never totally ruins the experience. The fact that such a small team made something so weird, unique and large in scope is a testament to the magic of indie games.
先说两个结论:①这是我个人心目中的T1级别的古早体感类魂佳作;②但不推荐大部分玩家尝试。 这个游戏个人认为只适合3类玩家: A.弐瓶勉铁粉 B.魂一无缝地图设计的铁粉+魂一氛围感爱好者(且对365里路习以为常) C.耐心极好的仓鼠舔图党玩家(且不适合练级党,每周目等级上限卡太低) ①美术设计的得与失:游戏美术设计无可指摘,其巨构的设计理念,很好的展现了一种繁荣的腐烂感,以及巨大的空灵与孤寂感,天空城的壮观,水都潜水的窒息,朱红原野的壮美,每一处场景都可以成为美美的截图壁纸,对于弐瓶勉粉而言,这是一次很好的能在游戏中体验到漫画场景的机会。但漫画里雾亥是通过分镜进入不同场景的,而玩家得靠脚来跑,这就导致了:魂一里混沌温床那种出圈程度的365里路,在这游戏里只能坐小孩那一桌。游戏里需要玩家跑个几十秒甚至一两分钟却不见任何人影的场景比比皆是,超长爬梯爬个20-30秒的更是屡见不鲜。法环有托雷特,剑星非敌人区域有二段加速跑,而我们的哑巴主角只有可怜的移速+5%披肩/敏捷>15/冲刺技能等屈指可数的加速手段,身处仿真实大小的巨型构筑物地图里,这点移动性能实在不够看。在新鲜感尚在的初期,跑图看风景还可以是一种乐趣,而中后期开始,长时间在类似风格的空旷地里跑图,就逐渐成为一种负担甚至是痛苦。游戏很多地方甚至明确呈现出设计组的一种:为了艺术表达,我们可以不在乎游戏性的偏执欲(比如异常点的跑酷阶段)!可说是成也美术败也美术。 ②奖励设计的缺陷:主角有膝盖,这就导致能去的区域范围扩大了非常多,而设计组也热衷于将巨构场景的边边角角都建模出来,然后.......然后就放置不管了。我不止一次通过自己的摸索到达了一个很远的隐藏边角区域,满心期待就算找不出一把“艾珀莉亚”,起码给我一个升级碎片也行,再不济一个恢复液也算。结果呢?大部分时间里什么都没有,什·么·都·没·有!设计组留给我的只是一片美丽的巨构景色(甚至是无保护的贴图BUG把我挤出地图外)。一个强调探索的游戏,也鼓励玩家到处跳跃去寻找隐藏的区域,但屡屡不能给玩家相应的探索正反馈,这一点可以说相当的失败。以至于中后期哪怕我看到了某些区域探索的可能性,也提不起勇气去探索,等待我的大概率是虚无甚至没有回头路的断崖。而搜集物中,一个笔记负责补完世界观(扫描功能唯一有用的地方),一个后期风格处理(只影响游戏画面呈现风格)占据了相当一部分比重,但均无成就也几乎不影响游戏体验,导致获得搜集品的正反馈也注水严重。 ③关卡设计的不足:准确来说,雨区,避难所(海都)等偏室内的地图,箱庭设计都很不错,路线引导与高低差设计也尚可。但一到大场景:修道院,上城区,天空城,沙漠及朱红原野(外环区)里,关卡设计与奖励设计偏弱的缺点就开始频频展现,光一个大赐福(Blok 6174)我就在里面兜兜转转跑了小10个小时才彻底摸清楚这里的结构和各种细节,但诸如此类的宏大场景,却经常性的没有能与之相匹配的敌人组合与关卡设计,实属遗憾。同时,由于临时篝火的存在,导致设计组能肆无忌惮的减少篝火数量(大多数场景中仅有一个篝火)。玩家一旦忘记在某些节点放置临时篝火又寄掉,那等待玩家的,就将是一段远超混沌温床365里路等级的超长回溯跑图流程。 ④打击感与技能BD的不足:最开始也说了,这游戏属于“古早体感“类魂,所以不要指望他能给你多好的打击体验(打死敌人但对面血条清零偶有延迟算是元凶之一)。同时怪物与周围场景物体的诡异碰撞体积,也导致怪物偶有飞玩家头顶行走谁也打不中谁的情况出现。战斗系统方面,BD种类算是丰富,特性能洗点(虽然价格不算低),配合一些天赋能玩出一些很有趣的打法,或哪怕只单用疾冲+击地眩晕等特性来推图也是十分好用,可以说系统完成度是不错的。但是一周目天赋不能洗点的设计实在太SH*T了!点错一个天赋,发现不好用后想换都没法换,甚至如果不做功课,随机乱点出FW天赋组合更是大概率的事情。而一些强力构筑如“守护者”+“连击暴行”+“碎心者”这样的暴力清空BOSS血条的流派,也需要高周目的支持才能实现。完全不能理解制作组为什么一周目不开放天赋洗点。 ⑤全成就党的无奈:游戏BOSS大部分不难,只要你不追求全成就。<1%熵值通关是玩家必须一开始就知道并且碰到红战士开始习惯性备份存档,不然就得重开一周目(其他地方都还好防,机械城森林那个红弓箭手搭配陨石黑骑士和斧头高手组合是真的离谱)。而BOSS成就中:一周目的叛徒康拉德,瘟疫灾星,BD未成型前的异变骑士,不逃课打沙虫均是十分考验玩家耐心,甚至十分痛苦的一件事。就那种,明明BOSS并不难,出招逻辑也很好理解,但一周目为了全成就,经常就得被迫耐着性子的和对面慢慢磨的被动感! 最后一句话总结:一开始我惊喜的以为是在玩魂一,最后才发现我是在玩《黄金树幽影·指头遗迹大合集》。
It's just so janky. In under two hours, I've lost track of the number of times my character stopped moving because he was adjacent to a tiny ledge. This include attempting to go up stairs. They describe it as being exploration focused. I believe that translates to large, empty spaces with nothing to do but transit through them. I feel like they really needed to stop earlier in the development process to assess some of their decisions before building so much on top of an unstable foundation.
10/10 experience with a story I couldn't possibly explain lmao
4/10
En gros : l'atmosphère - construite par les environnements, la musique, la direction artistique ainsi que les bribes de lore - est le point fort du jeu. Pour ce qui est du reste, et en particulier le level design ou les combats, c'est plutôt raté en revanche. Le jeu est vendu comme un monde interconnecté. Il ne l'est pas vraiment. Que très partiellement et artificiellement. Pour vous donner un exemple de la raison pour laquelle je qualifie l'interconnectivité d'artificielle : quand, après avoir traversé 5 ou 6 niveaux différents, on arrive au bout d'un "chemin " et que la récompense c'est un retour à la seconde zone du jeu, OK ? Mais quel intérêt puisqu'on peut se TP à volonté dans chaque zone ? Le chemin aurait pu se finir par un cul de sac ça n'aurait absolument rien changé. La grande majorité des niveaux sont en fait juste reliés au niveau duquel on vient et à celui vers lequel on va, avec parfois un embranchement vers un autre niveau quelque part. La seule exception notable est le la deuxième zone du jeu (où l'on rencontre le pnj qui permet d'upgrade l'équipement) qui est ultra dense, labyrinthique et ouvre sur plusieurs autres zones (bon 3 en fait, y a que 3 chemins différents). Bref le world design de Bleak Faith Forsaken est comparable à celui de DS2 : plusieurs chemins se terminant par des cul de sac qui partent d'un hub central. Niveau interconnectivité on est donc assez loin des toiles d'araignées de DS1 ou de Hellpoint. [i]Hardcore Combat Experience Combat is dangerous and will push you to your limits. Positioning, timing, and resource-management are all things you must keep in mind at all times. Expect to be challenged. [/i] Tout ceci est faux. Pour donner un exemple, contre quasiment tous les ennemis de grande taille non-boss, il suffit de rester collé à leur jambe et de bourrer. C'est une caricature de combat de soulslike. Malgré de bonnes idées, avec notamment des compétences passives et actives à débloquer au fur et à mesure de la progression, ou même des compétences propres à chaque armes ; le coeur du système de combat manque de complexité (et de juice). C'est OK d'avoir un système de combat lent, mais là c'est juste simpliste et rarement stimulant. Les ennemis sont peu variés, les rencontres (la manière dont on est mis face aux ennemis) également. Et ça m'amène à parler plus spécifiquement du level design : si les rencontres ne sont pas variées c'est aussi que le level design des zones n'est lui-même pas assez varié à quelques exceptions près (comme le hub/la deuxième zone). On alterne entre des zones couloirs où les ennemis et les rencontres s'enchaînent de manière monotones ; et les zones relativement ouvertes, souvent assez vides et ennuyantes à parcourir. Dans tous les cas l'exploration des niveaux est peu palpitante, et on est rarement récompensé de manière suffisante pour avoir fouillé dans les recoins. Les boss sont pour la plupart assez oubliables, même sur leur aspect esthétique ou musicale, c'est l'un des points faibles du jeu. D'une manière générale on sent que le jeu manque du polish d'une production plus importante. Pour donner un exemple : le soud design laisse à désirer. Parfois le protag ou les ennemis ont des bruits de pas, parfois non ; et quand on a des bruitages c'est loin d'être merveilleux. J'aurais aussi pu parler du fait qu'il y a un système d'xp classique où notre niveau augmente en fonction des ennemis tués et que l'on ne perd rien à notre mort. Ce choix est logique : les checkpoints/points de TP sont parfois assez distants les uns des autres, en particulier au début du jeu ; ça aurait été peut-être trop punitif et pénible de garder le système classique des soulslike si c'est pour faire encore plus de trajets longs et ennuyeux que ce qu'on doit déjà faire de base. Mais pour moi ça traduit aussi le fait que le jeu n'a pas vraiment la philosophie d'un soulslike traditionnel et se rapproche plus d'un walking simulator en réalité ; avec certes quelques ennemis de temps en temps, mais où le principal intérêt est de profiter des paysages et de l'atmosphère. Bref, par moment, l'ambiance arrivait justement à me prendre, et c'est plutôt cool : il y a vraiment des panoramas assez vertigineux qui marquent la rétine. Mais à côté de ça, la majorité du temps, le jeu est assez poussif et c'est difficile de rester impliqué et de profiter des qualités esthétiques du titre sans décrocher. Evidemment pour un jeu fait par trois dèvs, ça reste très impressionnant et je ne dirais pas non plus que c'est un purge ; c'est juste un soulslike assez en deçà de ce que j'attends sur de nombreux aspects. Je ne recommande pas, sauf si l'esthétique/l'ambiance de Bleak Faith Forsaken vous attire particulièrement et que vous êtes indulgeant envers les points noirs soulevés précédemment.
Not as janky as it's made out to be. Bleak Faith Forsaken is glitchy, sure, but the mechanics and animations are as smooth as you'd see in any high budget action title. In fact, it's probably one of the most responsive Soulslikes I've played. In-game tutorials, custom controller/K&M button mapping and pure experimentation allow for the player to digest the combat mechanics very quickly if they at least care to. There isn't much in terms of a coherent story here. While there are various logs, lore entries and NPCs dispensing lore, it's all delivered in vague, esoteric and philosophical prose that doesn't contextualise the universe to more than a nominal degree. Lore entries are very descriptive about the atmosphere and appearance of the various areas you come across, but they don't explain the "hows" or "whys" of anything; most of them simply wax poetic about how desolate a location is, or how perceptively horrifying an enemy-type looks on a surface level. So good luck piecing the overall narrative together. Visually, the game is both consistent and appealing. The setting is a megastructure, much like Dolls Nest, though it differentiates itself with a higher quantity of texture details and miscellaneous clutter, and a slightly smaller scale per area (though still larger than the average level of this subgenre). The menu allows you to customise the lighting to some degree as well, allowing you to adjust things like saturation, the gamma level, texture sharpening, etc. You can also apply various post-processing filters, most of which actually have to be acquired through item pickups scattered throughout the game beforehand. Most of them are overboard, but you can still play around with them. There are a few different weapon classes in this game, but all weapons of the same class share the exact same stats and movesets. They're instead distinguished by their abilities—both active and passive—and their appearance. As far as I've observed, every single weapon has its own unique abilities, meaning BF:F actually surpasses more prestigious games like Elden Ring in that department. Glitchiness is a frequent problem. Sometimes the glitches are harmless or even humorous (e.g. enemy ragdolls randomly flying fifty metres into the air after you kill them), but are often more bothersome. Both the enemies and the player can frequently get stuck on the geometry in combat, even on completely flat terrain; some "elite enemies" will randomly despawn from an area after reloading and never appear again; the player will sometimes become completely immobile in combat when fighting enemies with large collision boxes; the final boss can disappear during the fight and/or fail to summon its partner, forcing you to reload; and certain enemies, such as the laser cyclops robots in the Upper Blocks, just lose all their AI when you get close enough to them. Bleak Faith: Forsaken is worth playing, in my opinion. It might seem too idealistic for its boots, but it does deliver on many of those ideas with some finesse. The weighty and responsive combat, amazing distant vistas and skyboxes, immersive dark ambient OST and high degree of build variety more than make up for the bugs and bizarre storytelling.
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