
Gravelord is a fast-paced boomer shooter voiced by a badass protagonist featuring hand-crafted levels filled with secrets and hordes of enemies to kill. Dish out some brutal carnage with powerful guns and collect Tarot Cards to gain even more killing power. Let's put the fun back in funeral!
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Languages: English*, French, German, Spanish - Spain, Polish, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
Not only one of the best boomers shooters to come out in recent years, but a MUST PLAY for any Quake fans out there. Fantastic level design and gunplay, everything a boomer shooter fan needs. Plus, special props to how the Shotgun and Grenade Launcher feel in this game, one of the best as well.
Very nice me likey
Sangre, sudor y paladas de diversión. Analizamos la versión final de Gravelord, un shooter retro impecable que clava el diseño de niveles. Hace tres décadas, el género de los disparos en primera persona estaba dominado de forma indiscutible por una obra legendaria que cambió la industria para siempre: Quake. Esos escenarios oscuros, su atmósfera asfixiante y su ritmo vertiginoso quedaron grabados a fuego en la memoria de los jugadores veteranos. Con esa misma filosofía en mente, pero añadiendo un delicioso toque de originalidad contemporánea, el estudio eslovaco Fatbot Games ha lanzado al mercado la versión 1.0 de Gravelord. Tras un provechoso periodo de pulido, este boomer shooter se destapa en su edición final como un cóctel jugable adictivo y redondo que saciará tanto a los puristas de la vieja escuela como a los nuevos aficionados del tiroteo desenfrenado. Sindicatos en el más allá: Un sepulturero con muy malas pulgas A diferencia de muchos shooters retro que descuidan por completo el contexto narrativo, en Fatbot Games han diseñado un trasfondo sumamente ingenioso que suma enteros sin llegar a interrumpir la carnicería. El lore del juego nos traslada a un universo fantástico donde guiar a las almas descarriadas hacia el descanso eterno no es solo un deber espiritual, sino una labor gestionada por un férreo sindicato obrero conocido como La Logia de la Pala (Spade Lodge), que trabaja codo con codo con la mismísima Muerte. Nosotros nos ponemos en la piel de Queedo, un enterrador de pocas luces pero de armas tomar, que emprende una cruzada de venganza para dar caza a Keron Husk, el estafador que asesinó a su padre y que se está dedicando a timar a los muertos robándoles su merecido descanso. La historia se despliega de una forma brillante y poco intrusiva mediante páginas de cómic bellamente ilustradas que encontramos ocultas por los escenarios. Es una solución narrativa perfecta: aporta chistes absurdos (con ingeniosos juegos de palabras sobre criptomonedas del inframundo como Crypt-o-Currencyo Ripcoin) y expande el mundo sin obligarte a ver tediosas cinemáticas de diez minutos en mitad de la acción. La pala multiusos y un arsenal devastador La herramienta de trabajo de todo sepulturero es su pala, pero la de Queedo es una absoluta genialidad de diseño. Esta pala especial funciona como nuestra arma cuerpo a cuerpo básica, pero su verdadera utilidad radica en que nos permite teletransportarnos a puntos predeterminados del escenario a la velocidad del luz, aplastando a cualquier monstruo que se cruce en nuestra trayectoria de viaje. Además, cuenta con un modo de disparo secundario oculto que lanza proyectiles espirituales. El resto del arsenal es un deleite de potencia y variedad, donde ninguna opción se queda obsoleta: Una contundente escopeta de doble cañón inspirada en el tacto y dispersión de la de Quake. Un potente lanzallamas (que, de forma lógica, solo funciona en seco). Armas de rayos eléctricos de alta frecuencia. Un devastador bastón místico que dispara almas atrapadas. Inspirándose en clásicos como Unreal Tournament, todas las armas cuentan con un modo secundario definitivo, el cual deberemos descubrir explorando los mapas. La gestión de los recursos está sumamente medida: la munición escasea constantemente, obligándote a alternar de herramienta sobre la marcha y a bailar constantemente entre las hordas enemigas. Si te quedas quieto un solo segundo, estás muerto. Gravelord, el boomer shooter casi perfecto 1 Roguelite místico: El sistema de cartas del Tarot Para aportar variedad y una capa estratégica a la estructura clásica del género, Gravelord introduce elementos roguelitemediante cartas del Tarot que encontraremos específicas en los recovecos del mapa. Antes de iniciar cada nivel, podremos equiparnos un máximo de tres cartas activas. Estos naipes otorgan ventajas aleatorias cruciales para la supervivencia, que van desde mejoras directas de armadura, la capacidad de recuperar salud de forma pasiva cuando salimos de una refriega, hasta habilidades tan delirantes como invocar ratas mascota para que muerdan a los enemigos y nos sirvan de distracción en pleno caos. Un diseño de niveles que roza la perfección El verdadero pilar maestro sobre el que se asienta Gravelord es su excelso diseño de niveles. Los mapas son auténticos laberintos verticales repletos de ascensores, trampas de lava, teleportadores y plataformas móviles que desafiarán nuestros reflejos. El ritmo de progresión es ejemplar; el juego prescinde inicialmente del doble salto para otorgártelo más adelante de manera orgánica, justo cuando el plataformeo y la verticalidad de los niveles se vuelven más exigentes. El título evoca las sensaciones de la vieja escuela permitiéndote guardar la partida manualmente en cualquier momento con solo pulsar F5, respaldado por un generoso sistema de guardado automático tras los combates importantes. Si tuviéramos que buscarle algún pequeño lunar a la experiencia, serían sus secciones acuáticas de la segunda mitad de la campaña, donde el movimiento se vuelve algo más tosco y los enemigos marinos pueden llegar a acorralarte de forma frustrante en las esquinas. No obstante, son detalles menores que no empañan las casi 15 o 16 horas de diversión directa que ofrece. A nivel técnico, el juego apuesta por una estética retro estilizada que resulta atemporal, garantizando un rendimiento soberbio y fluidísimo incluso en equipos modestos o portátiles. Mención especial merece su soberbio apartado sonoro (ideal para disfrutar con auriculares), potenciado por una banda sonora ambiental con tintes de jazz y de viento que se fusiona perfectamente con el festival de explosiones y vísceras. Además, la versión final incluye soporte completo para mandos y optimización total para Steam Deck, y añade un completo editor de niveles para que la comunidad comparta sus propias creaciones. Gravelord, el boomer shooter casi perfecto 2 Conclusión Gravelord es la constatación de que la escena del videojuego eslovaca tiene talento de sobra para competir a nivel internacional. Fatbot Games ha logrado parir un boomer shooter sobresaliente que entiende a la perfección los pilares del género (movimiento rápido, armas contundentes y mapas laberínticos), aportando frescura gracias a la mecánica de su pala y al componente estratégico de las cartas del Tarot. Si añoras los tiempos de Quake, Doom o el reciente Hrot, esta joya es una parada obligatoria en tu biblioteca de PC.
制作组自己玩过最高难度吗? 刷怪套路永远只有一种,当你到某个厕所的时候突然四面八方刷怪,你还没看清怪在哪自己就死了或者残血了。而且你有slayer的机动性吗?有slayer的性能吗?各种关厕所,甚至悬崖,掉下去直接就就死,永恒掉下悬崖也就掉点血。 还有粪中之粪水战,水战本来就无聊至极了,还只有两种鱼怪,还偏偏给你安排一大堆水战,动不动下水游泳,我要玩水中打枪会来玩doomlike?!! 补给也给得扣扣搜搜,有几把枪每次都是拿到爽几秒没弹药了,然后半天才能捡到补给。 我本身喜欢doomlike,很少给这类游戏差评,问题你这游戏高难度甚至爽都爽不起来,我为什么要给你好评? 我真是服了你这傻逼游戏到底要几把干嘛?e3m6到底是要干啥???打了半天一直在刷怪,打锁链又毫无反馈?我到底该干啥??这关是要干嘛???
Great game, The art and graphics look great and the level design is very old school in a good way. I've only beaten chapter 1 so far but the weapons I've seen look very good and feel very powerful to use. The combat is very good for a boomer shooter, enemies are varied and really put pressure on you to move at all times. You'll need to learn which enemies pose the greatest threat and prioritize greater targets first and continuously switch between all the weapons in your arsenal depending on what situation you are in. I highly recommend this game if you're a fan of this genre or you're looking to get in to the genre of shooter. It's challenging yet fair and in my opinion it's one of the best in it's genre right up with Dusk, Ultrakill, and Turbo Overkill.
fast movement and shooting are there. Also no battle-passes, day1 dlcs, or micro-transactions, which means a lot nowadays. I have a long list of gripes, but the foundation is solid. Here is the list of stuff i wasn't such a big fan of: * a lot of times i had to stop playing and reload because i knew i'd lost too much health to survive the next fight and there wouldn't be enough pick-ups * many enemies have an instant, no weapon switch melee attack but you do not * some of the levels are byzantine and hard to navigate * obnoxiously short underwater(diving helmet or not) time and overly penalizing consequent health loss. way too many water sections * enemies almost never exist until you trigger them to teleport in * no enemy in-fighting when they hit each other * tiny enemies that are really hard to hit once they get close * low health red glow same as getting hit red glow, rats might go unnoticed until after they kill you * more stingy on ammo than appropriate * way too many fliers * bouncing bullets seem very situational to devote a full weapon alt to * grappling hook(shovel) and extra jump boots have to be re-found on every level. doom 2016 somehow managed without this, not sure why we're regressing * the bell arena has monsters respawning infinitely so fighting them is actively discouraged, not sure why they are there then * the mini-stroke when trying to get out of water, this isn't what made old school quake fun * pistol and shotgun practically useless against higher tier enemies * family guy level humor and lore
peak quakelike
Shovels, Cards, and plenty of enemies to send to their 2nd death, if you seek that. Gravelord has you covered! Gravelord is a Retro FPS developed by Fatbot Games. It's like one of those retro throwback games running on some modern engine like Unity or Unreal but they actually did somewhat succeed in replicating the feel and look of the classics with some goodies! It followed Queedo, a humble gravedigger, setting out to avenge his father fighting against hordes of the undead with his trusty shovel and a whole lot of firepower. It's so close to being a superb Boom Shoot title with incredible movement, distinct innovations for mechanics, and a pretty interesting setting, but falls short with some hiccups with it's weapons, enemy types, and sometimes the level design. Gameplay of Gravelord is easily comparable to Quake in terms of player movement and general feel of the levels, while having a much wider variety in weapons and foes. Guns range from a very powerful feeling and sound flintlock, to a trusty shotgun, some pirate cannon looking grenade launcher and more. Each weapon has a special alt-fire that opens up more combat options but they're tied to a universal cooldown timer so you can't simply spam them. Which works for some altfires, others not so much. You also get some duration-of-level upgrades like some jump boots and most notably the spectral shovel, which allows you to dash instantly towards any glowing blue surfaces which opens the door not only to some interesting level design but also opens some combat options. Another notable aspect is the Tarot Card system, Queedo can equip 3 cards of different tiers to provide some game changing effects to your game. Ranging from regenerating health to a certain point, to summoning a minion rat, getting a damage boost when gibbing a enemy, and many others. A lot of them encourage synergy for a build which is a pretty interesting idea. One that is explored further in it's arena spinoff: Hordelord. Now, when it comes to the enemies and level design there's a decent amount of good but some very notable issues that stuck out to me while playing. Nothing downright terrible but a very notable drop of quality that damped my experience. But firstly to say, Episode 1 is fantastic, well rounded with challenging but fair levels and a pretty decent enemy roster to keep you on your toes. It's the next two episodes where the cracks start to show with notably weaker levels BUT there is some gems hidden within. Now comes is the enemy roster as I've been teasing my issues with so far. The game relies a lot of very similar feeling enemy archetypes you'd be familiar with if you'd played Doom or Quake, like enemies that use the pistol and shotgun weapons, ones that fire explosives, demons, etc. It's just HOW they're used that becomes very annoying. For example, there's a good amount of priority enemies, basically ones you wanna kill as fast as possible, that generally do not have any could telegraph that they've entered combat unless they're already attacking you. Sometimes the level will have you spawn right in front of you but often I would die during a fight cause I didn't know the "sightlines screamer" demon spawned while I was nowhere near cover. There's also like 2 enemy types that do nothing but spawn annoying minion enemies which is kinda obnoxious. There is a weapon and a few tarot cards that absolutely cheese most enemies in the game and once I found that out during Episode 3 my time became a tad better. But I really wish there was a better mix and match combination with the enemy and level usage that didn't rely on using borked setups. Think of how Doom 2's enemy roaster can be combined in endless ways and then progressed further with the level design. Bosses are also kinda underwhelming, being mostly just enemy gauntlets with maybe one high health enemy as the boss, but most Retro FPS game also have that problem so it's kinda expected with the genre. Overall, so close to being fantastic, just a tad off here and there. Stylewise, Gravelord has a very geometric style with how it presents levels, very similar to the Quake 1 and 2 engine to compare it to anything. Which is very fitting given the gameplay loop. There's also a heavy use of colored lighting with at such quality it kinda gives away that the game is running in Unity BUT it does play smart with it and is able to create it's own vibe that's pretty enjoyable. Heck there's even a sewer level that has some pretty good atmosphere with it's architecture and lighting, a SEWER level. There's also a very subtle comic book aesthetic on the textures and I say subtle since it's somewhat easy to completely overlook which MIGHT be the lighting's fault for being too good. But this does spill into the game's actual 2D art for the tarot cards, the few cutscenes, and the collectable comics explaining the backstory. These have such nice art with very high production value, especially for a game like this. I also do enjoy Queedo's voice acting both in the cutscenes and ingame even if it's a tad cheesy at times. Overall, I do think Gravelord has a really solid foundation with both it's familiar to the classics gameplay, while also having new stuff that only it has attempted to use. There's just a few cracks here and there that don't completely make it collapse on itself, they are just very notable. It is also one of the very few new Retro FPS games to come packed with it's level editor and with a pretty solid basis hopefully we can see some really banger levels and maybe some general patches along the way to make the enemy combat flow better. All in all this is another really good Boom Shoot to sink your teeth into, just expect some bumps along the way.
Geiler rasanter Shooter
REALLY GOOD GAME IF YOU LIKE QUAKE YOU WIIL LIKE IT THE GUNS FEEL GOOD BUT ARENT SUPER INTERESTING THE ENEMIES ARE FINE BUT A LITTLE FORGETTABLE HOPEFULLY IT GETS A FEW UPDATES IN THE FUTURE OVERALL ID SAY ITS WORTH 20 DOLLARS. 8 OUT OF 10
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