City of Brass Review

<p><em>City of Brass<&sol;em> is a first-person rogue-lite action game from Uppercut Games&period; Founded in 2011&comma; the independent development studio consists of industry veterans&period; With titles like <em>Fallout Tactics&colon; Brotherhood of Steel<&sol;em> and the first two <em>Bioshock<&sol;em> games under their belt&comma; how does this team&&num;8217&semi;s second console&sol;pc endeavor fare&quest;<&sol;p>&NewLine;<h3>Iffy First Impressions<&sol;h3>&NewLine;<p>First impressions paint a morbid picture&period; The game feels off from the moment you begin playing&period; Default movement speed is mind-numbingly slow with a sprint toggle making a barely appreciable difference&period; Running around only feels right when the player is lucky enough to encounter the fleet foot upgrade in one of his&sol;her runs&period; This simple upgrade turns <em>City of Brass<&sol;em> into the experience Uppercut Games says it is at face value&period;<&sol;p>&NewLine;<p>They claim the &&num;8220&semi;natural&&num;8221&semi; and &&num;8220&semi;fluid&&num;8221&semi; movement puts you in the shoes of a cunning thief&period; However&comma; default movement speeds are so slow that walking is completely useless&period; I ended up playing the entire game with the sprint toggle on and it feels too slow even then&period; Beyond the tortoise-like movement&comma; every single animation looks unfinished&period; Slashing swords&comma; grabbing ledges&comma; sprinting&comma; pushing enemies&comma; and lashing out the whip never look normal&period; <em>City of Brass<&sol;em> lacks proper force feedback despite strong controller vibration&comma; which can be adjusted in the settings menu&period; Killing something or jumping a large gap doesn&&num;8217&semi;t provide the sense of gratification you&&num;8217&semi;d hope&period; Every animation looks like a placeholder meant for an early access title rather than a polished final product&period; <em>City of Brass<&sol;em> isn&&num;8217&semi;t in early access anymore&period; This is the 1&period;0 final release&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;137790" aria-describedby&equals;"caption-attachment-137790" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-137790" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;03141023&sol;52e1de54-f440-466b-af06-6501f62dca451-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-137790" class&equals;"wp-caption-text">City of Brass&comma; Uppercut Games<&sol;figcaption><&sol;figure>&NewLine;<h3>Things Get Better&colon; Structure<&sol;h3>&NewLine;<p><em>City of Brass<&sol;em>&&num;8216&semi; core gameplay loop is satisfying enough to bury the jank for genre fanatics&period; The &&num;8220&semi;lite&&num;8221&semi; in rogue-lite is minimal compared to something like <em>Rogue Legacy<&sol;em>&period; Unlike that game&comma; the player won&&num;8217&semi;t work toward consistently improving the protagonist&&num;8217&semi;s base stats incrementally&period; <em>City of Brass<&sol;em> contains an entirely superfluous leveling system&period; An upgrade might be awarded at the start of the next run after each level up&period; It only lasts for that session&comma; meaning a level 30 player won&&num;8217&semi;t have any advantage over a level 10 player&period; The upgrades&&num;8217&semi; rarity and usefulness also don&&num;8217&semi;t increase as the level goes up&period;<&sol;p>&NewLine;<p><em>City of Brass<&sol;em> expects you to get good and pay attention&period; Otherwise&comma; you&&num;8217&semi;ll find yourself dying dozens of times before even facing the first of five bosses&period; Each level is procedurally generated with boss fights book-ending tile sets after every three levels&period; There are twelve levels with the end-game boss acting as the final thirteenth level&period;<&sol;p>&NewLine;<h3>Things Get Better&colon; The Meat and Potatoes<&sol;h3>&NewLine;<p>Gold&comma; acquired from chests&comma; destroyed objects&comma; or the environment&comma; is spent at various genies&period; There are seven different genie types with each selling different things&period; One genie might offer the ability to disable traps whereas another sells combat-related enhancements&period; Players begin each run with 3 wishes&comma; which can be used to acquire more substantial benefits&period; Using a wish on Zaibof The Guarantor transfers up to 1&comma;100 of the player&&num;8217&semi;s current gold into the next run&period; On the other hand&comma; a standard transaction with Zaibof caps off at 250 gold&period; Deciding what to do with the genies is part of the strategy&period;<&sol;p>&NewLine;<p>Should you allocate gold to your next session or save it to spend on immediate upgrades&quest; Should you place a weapon&sol;upgrade in the bank for the next run&comma; leaving you with one less bonus&comma; or trudge onward&quest; Is wasting a wish on this genie for one specific upgrade worth it&quest; Will disabling traps help or hurt in the long run&quest;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;137807" aria-describedby&equals;"caption-attachment-137807" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-137807" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;03171328&sol;19023da7-6ca4-4100-9476-4a0a50e232971-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-137807" class&equals;"wp-caption-text">City of Brass&comma; Uppercut Games<&sol;figcaption><&sol;figure>&NewLine;<p>You must contend with all of these decisions while racing against a timer&period; An endless stream of projectiles assaults the player once the timer expires&period; This time-sensitive management is a major element to <em>City of Brass<&sol;em>&&num;8216&semi; thrill&period; The player must constantly decide how much time should be spent searching for gold vs&period; killing enemies vs&period; finding the exit&period; Exploring a level in its entirety is impossible&period; This especially holds true as the game&&num;8217&semi;s difficulty progresses with each new tileset&period;<&sol;p>&NewLine;<h3>Combat<&sol;h3>&NewLine;<p>While combat feels lackluster due to the horrid animations and drowsy movement speed&comma; there is something to latch onto&period; The standard lasso&comma; which can be replaced with fire&comma; ice&comma; impact&comma; and vine varieties&comma; does no damage&period; The end result changes depending on what the rope is aimed at&period; Aim at a skeleton&&num;8217&semi;s hand and he&&num;8217&semi;ll drop his sword&period; Aiming at enemies&&num;8217&semi; heads will simultaneously stun and push them back&period; You can also trip most enemies by striking their legs&comma; though some variants are immune to tripping&period;<&sol;p>&NewLine;<p>Environments are also littered with traps and throwable objects&period; Using the environment and limited move-set to wipe out waves of enemies without the sword&&num;8217&semi;s help is where <em>City of Brass<&sol;em> shines&period; It can be easy to lull yourself into a rut of tripping something and running in to slash it&comma; but <em>City of Brass<&sol;em> counters this with a decent mix of enemy types&comma; traps&comma; and environments&period; You&&num;8217&semi;ll find conventional strategies difficult to use by the time the fourth level rolls around&period; Each tile set introduces variants of existing enemies and traps along with entirely new ones&period; It forces acute environmental awareness that rewards efficiency&comma; effective crowd control&comma; and navigation&period;<&sol;p>&NewLine;<h3>Burdens and Blessings<&sol;h3>&NewLine;<p>Divine burdens and blessings can customize the difficulty according to an individual&&num;8217&semi;s preference&period; The game contains eight blessings and eight burdens&period; Blessings provide boons such as the ability to remove the time limit&comma; increase player health&comma; and so on&period; Burdens were made for the masochists that flock to rogue-likes for punishment&period; They alter things such as doubling the number of traps or halving the time limit&period;<&sol;p>&NewLine;<p>This customizable system allows players to mix and match as they please&period; Do you want to reduce genie costs and increase drop rates while contending with respawning enemies and double the enemy health&quest; You can do exactly that&period; Do you want a schizophrenic experience&comma; activating all eight burdens and all eight blessings at once&quest; Nothing is stopping you&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;137811" aria-describedby&equals;"caption-attachment-137811" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-137811" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;03174420&sol;56a72331-ee3a-406d-995b-1f3cf7a9d7391-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-137811" class&equals;"wp-caption-text">City of Brass&comma; Uppercut Games<&sol;figcaption><&sol;figure>&NewLine;<h3>The Xbox One X Difference<&sol;h3>&NewLine;<p>Uppercut Games claims <em>City of Brass<&sol;em> renders at &&num;8220&semi;4k resolution&&num;8221&semi; on the Xbox One X with improved visual settings&period; Visual fidelity tweaks range from higher quality lighting to higher quality shadow resolution&sol;draw distance&period; It&&num;8217&semi;s hard to argue much of this without a point of comparison&period; It doesn&&num;8217&semi;t look like a native 4k frame buffer&comma; but then &&num;8220&semi;native 4k&&num;8221&semi; was never claimed&period; The framerate is my biggest point of contention&comma; though&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;wccftech&period;com&sol;city-of-brass-4k-xb1x-1080p-ps4-pro&sol;"><em>And of course&comma; the framerate is higher&period; Basically&comma; the game just looks and runs better&period;<&sol;em><&sol;a><&sol;p>&NewLine;<p>Framerate issues crop up regularly enough to be worthy of mention&period; General gameplay runs fine&comma; but the frame rate dips noticeably during explosions and physics interactions such as throwing items that explode on impact&comma; sending particles across the screen&period; This likely points to a CPU bottleneck&comma; though it doesn&&num;8217&semi;t bode well for the other console versions&period; If the Xbox One X&comma; with the fastest CPU of the current generation consoles&comma; still struggles during CPU-bound interactions&comma; I&&num;8217&semi;d hate to see how the weaker machines run similar scenarios&period;<&sol;p>&NewLine;<p>Keep in mind that Uppercut&&num;8217&semi;s co-founder himself felt the need to point out this version&&num;8217&semi;s better performance&period; Yet&comma; despite that&comma; it buckles frequently enough to make ignoring it feel like a disservice&period;<&sol;p>&NewLine;<h3>Conclusion<&sol;h3>&NewLine;<p><em>City of Brass<&sol;em> is a worthwhile addition to any rogue-like&sol;lite fan&&num;8217&semi;s library&period; Animations are too deeply-rooted to be fixed with a simple update unlike movement speed&comma; but there&&num;8217&semi;s enough to satiate gamers looking for a challenge&period; If you want something you can pick up for twenty minutes or invest hours into mastering&comma; <em>City of Brass<&sol;em> has you covered&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p><em><strong>Disclaimer&colon; <&sol;strong><&sol;em><em>A review copy was provided by the publisher&period; <&sol;em><&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;

Exit mobile version