A Damaged road To Victory- Root Review

<p>Stealth is one of the most difficult video game genres to nail&period; Art&comma; coding of AI&comma; and the profound sense of wonder within a lifelike puzzle come together to make something entirely unique&period; Whole triple A teams can often fold under the pressure of creating the next stealth hit&period; So there&&num;8217&semi;s a bit of surprise when a small team like that of <em>Deep Fried Enterprises<&sol;em> &lpar;developer&rpar; crafted a game with a decent amount of prowess&period; <em>Root<&sol;em> is a first person shooter&sol;stealth game with a very futuristic <em>Minecraft<&sol;em> aesthetic&period; It encompasses ten levels within its current build&comma; all of which have multiple routes and secretive vents&period; <em>Root<&sol;em> even includes a quite giggle inducing narrator who never actually speaks&period; This narrator guides you through hacking an evil corporation &lpar;which explains the <em>Tron<&sol;em> look&rpar; with your smarts and weapons to assist&period; The roller coaster starts slow and builds to puzzles that feel almost impossible at times&comma; but are always challenging the player to think their strategies through&period;<&sol;p>&NewLine;<p>Looking at the style of <em>Root<&sol;em> it is easy to mistake it for a <em>Minecraft<&sol;em> mod&period; Blocks build the surroundings in which you and your enemies reside&period; Extremely solid blues&comma; greens&comma; and yellows make for a dull color palette&period; This bland style is uniform throughout the game&comma; and is a big reason why I took breaks often&period; At some points I felt like anything in my house would be more visually pleasing than what I saw on the screen&period; The fact that solid blue was the only color I held synonymous to <em>Root<&sol;em> is a very bad thing&period;<&sol;p>&NewLine;<p>Yes this is a pure refined stealth game&period;<&sol;p>&NewLine;<p>Yes I realize this is a small team and so some aspects are more focused on than others&comma; but this serves for no valid justification of the dull backdrop&period; If the hook for <em>Root<&sol;em> was to keep the player returning to set faster times&comma; then more enhanced graphics would sharpen that hook&period; Other than this&comma; animations and character models are a bit better &lpar;but still don&&num;8217&semi;t match any expectations&rpar;&period; Some rough item pick up animations are crude and get in the way though&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;95760" aria-describedby&equals;"caption-attachment-95760" style&equals;"width&colon; 711px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;11&sol;04105235&sol;11&period;jpg"><img class&equals;"wp-image-95760 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;11&sol;04105235&sol;11&period;jpg" alt&equals;"Root Review" width&equals;"711" height&equals;"400" &sol;><&sol;a><figcaption id&equals;"caption-attachment-95760" class&equals;"wp-caption-text">Setting and enemies are less appealing than most games of this era&period; &lpar;Root&comma; Deep-Fried Enterprises&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Audio thankfully raises the bar&period; Although sounds are repetitive they are effective&period; The pitter patter of a guard&&num;8217&semi;s boots&comma; the sound of a crawling drone&comma; or the alarming noises of gunfire all kept me on my toes&period; I often found myself using sounds within <em>Root<&sol;em> to base strategies upon&period; Enemies also became coherently more fear inducing&period; Hearing a robot move while you are holding on by a thread&comma; with ten health&comma; is a very eerie feeling&period; The music and ambient beats also fabricated a part of my imagination that never before existed&comma; in which I became a world class spy behind enemy lines&period; Hugging walls and creeping from corners really fit this soft electro track and I loved every bit of it&period;<&sol;p>&NewLine;<p>My time with <em>Root<&sol;em> made me concentrate more on game play&period; It is obvious that <em>Deep Fried Enterprises<&sol;em> wanted the focus to be on said gameplay the whole way through&period; Stripped down to the bare <em>Roots<&sol;em> &lpar;last time I promise&rpar; this game is meant to feel like stealth and sometimes shooter focused and nothing else&period; Stealth relies on crouching&period; Doing so gives no penalty except slow movement&period; Crouching will allow you to stay unheard but not unseen&comma; so in response you can lean&period; Crouching and pressing Q or E will allow the player to peer behind a corner looking for any unsuspecting victims&period; This became useful for sharp hallways and situations when I had to conserve health the best I could&period;<&sol;p>&NewLine;<p>Unlike other stealth games stabbing or silently taking down enemies has been over simplified and less human like in <em>Root<&sol;em>&period; Crouching your way to a stationary enemy and then standing&comma; you gain the option to hit them in a soft spot on the neck&period; Other games tend to include a mechanic much like this but do it in a more visually interesting way&period; I find this trend duplicating as I dig deeper into <em>Root<&sol;em>&period; Inhuman animations and certain movements just aren&&num;8217&semi;t organic&period; In this instance you have to stand up and hit the mark exactly the same every time&period; The whole situation feels almost robotic and I lose immersion immediately&period; Other things like your characters ability to kick directly straight in any direction under any circumstance just plain out make me laugh&comma; and not in the good way&period; These problems overall get in the way of making <em>Root<&sol;em> feel like a stealthy mission impossible and less in the way of being a three dimensional puzzle game&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 987px" class&equals;"wp-caption aligncenter"><img src&equals;"https&colon;&sol;&sol;i&period;gyazo&period;com&sol;1e83392f1f922538b7435eee31a94197&period;png" alt&equals;"" width&equals;"987" height&equals;"554" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Root&comma; Deep-Fried Enterprises&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Unbelievably there&&num;8217&semi;s more problematic decisions put into the current build of the game&period; This one is something developers have to hit home runs with in a stealth game&semi; the AI&period; The enemies within <em>Root<&sol;em> are all in a sense simple and extremely inconsistent&period; In one section of the game I moved around a couple of cardboard boxes to uncover a hidden vent&period; The enemy within the next room heard this and attacked&period; I thought &OpenCurlyDoubleQuote;hey nothing wrong with that&comma; maybe there was heavy stuff in that box”&period; I did have a problem however in the next level&comma; in which I jumped directly behind an enemy character and my controlled character let out a roaring &OpenCurlyDoubleQuote;oooof”&semi; yet the enemy just sat there&period; How could such a mistake be implicated in a game made to think about stealth&comma; unacceptable&period; In other cases enemies could shoot you from a football field&&num;8217&semi;s distance but not from three feet&period; Lastly guards felt like they were responding with almost a god like mind&period; They knew what happened and when and where to look right away&period; Other bugs and stutters ripped me from the experience though they were rare&period; With all this there were a few cool enemy concepts which switched up my perception of the level I was on &lpar;even though some characters were just out of place in the world&rpar;&period; All in all I wish AI was worked on a little harder so that the game could feel more human than machine&period;<&sol;p>&NewLine;<p>Even with these quirks and undesirable problems <em>Root<&sol;em> does something a lot of games nowadays don&&num;8217&semi;t do&comma; which is kick your butt&period; This is the modern stealth version of <em>Bloodborne<&sol;em> or <em>Dark Souls<&sol;em>&period; My computer desk still flinches at me every time I raise my fists because of this intense unrelenting experience&period; I would go into an area of the game only to get pummeled by the enemies waiting for me there&period; After minutes and minutes of yelling like a baby&comma; I would finally come up with a strategic plan so complex you would think I was the director of the CIA&period; After trying to execute that plan over and over I would quickly revert to a new one&period; Then the moment comes&comma; when you’re staring that final vault door in the face and you are on the road to victory&period; That rush can only be matched by so few gaming experiences and that is something that I praise <em>Root<&sol;em> for&period; Every victory felt like just that&comma; an actual earned victory that took blood&comma; sweat&comma; and tears to reach&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 980px" class&equals;"wp-caption aligncenter"><img src&equals;"https&colon;&sol;&sol;i&period;gyazo&period;com&sol;572d234690ad13d87fce2adc9fcc32d7&period;png" alt&equals;"" width&equals;"980" height&equals;"554" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Root&comma; Deep-Fried Enterprises&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>On the side of replay ability not much is given&period; With only ten courses the amount of time spent on <em>Root<&sol;em> is up entirely to the skill and interest of the player&period; While there are many different paths to embark on inside of these ten levels&comma; they don&&num;8217&semi;t give you much&period; All the alternate paths do is create opportunities to reach the finish line and nothing more&period; Inclusion of in game collectibles or even money to upgrade weapons or character abilities would&&num;8217&semi;ve been a great time extender&period; There are however par times to beat so if you are a hardcore stealth enthusiast then that is there for you&period; Although personally I won&&num;8217&semi;t be heading back into <em>Root<&sol;em> I could easily see how someone could&period;<&sol;p>&NewLine;<p><em>Root<&sol;em> is a game with many technical flaws&period; The graphical pitfall of the game is the over simplistic&comma; often boring color choices&period; These choices do not stop when hitting upon character or menu’s either these all stay pretty bland&period; Bad choices even roll over into the enemy AI and behavior too&period; Enemies snap into place exactly when prompted to like know it all super men&comma; are inconsistent in attacking&comma; and even hit down right sad for a stealth game&period; <em>Deep Fried Enterprises<&sol;em> makes up for these mistakes though&period; They created great audio beats and little sounds to stand behind a thrilling heart pounding exercise of intellectual problem solving&period;<em> Root<&sol;em> isn&&num;8217&semi;t a game that will hold your hand either&period; It&&num;8217&semi;s one of the more hardcore stealth experiences and I praise it for that&period; Deep insertions beyond where you ventured before give great insights upon what secret agents probably feel when they are trying to break into a high tech evil agency&period; <em>Root<&sol;em> is bad at some things and great at others&comma; and while I wouldn&&num;8217&semi;t recommend it to the common console player&comma; I would give this game a thumbs up to any stealth junkie on the hunt for their next fix&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p style&equals;"text-align&colon; center&semi;"><strong><em>A PC code of  Root was provided by Deep Fried Enterprises for the purpose of this review<br &sol;>&NewLine;<&sol;em><&sol;strong><&sol;p>&NewLine;

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