Werewolf: The Apocalypse – Earthblood isn’t first video game from the famous World of Darkness tabletop roleplay system, yet from the start that wouldn’t be clear.
With a rich setting, previous legend, and one of history’s most notable beasts, it would seem like it shouldn’t be hard to make an extraordinary game out of this, yet sadly that is actually what happened.
While Werewolf: The Apocalypse – Earthblood has the makings of an incredible game, it misses the mark in a couple of significant ways. As one of only a handful few next gen games that allows players to take up the role of a werewolf, that is painfully frustrating.
In contrast to its ancestor, Werewolf: The Apocalypse – Heart of the Forest, this game is intended to be an action RPG. Therefore, the action and roleplaying mechanics are apparently the most important thing in the game.
In the event that Werewolf: The Apocalypse- Earthblood nailed these things yet had a fairly boring story, it would probably still would have received positively by most of the gamers, however they end up being a portion of its most glaring flaws.
One would think changing into a monster werewolf and destroying foes would feel astonishing, yet some way or another it doesn’t.
As far as story goes, players will probably have two types of experience. From the point of view of somebody that has played the World of Darkness tabletop game, and particularly one that cherishes the profound legend contained inside its werewolf-themed expansion material, things should bode well generally.
Then again, newcomers to the establishment will be many of the things said in the game that makes no sense. Werewolf: The Apocalypse – Earthblood takes no time clarifying what these words mean or why they’re critical to the story, so players will be left confused from the very beginning.
For instance, during the tutorial of the game, the hero Cahal will go over a Black Spiral Dancer.
Beside resembling a Werewolf and doing terrible things, players never get any information concerning what the Black Spiral Dancers are or why they are so awful.
This idea proceeds all through the whole game, and just gets worse as the story jumps further into Werewolf legend.
Preferably, this previous legend would be utilized to introduce the richness of World of Darkness to the player, however it rather just serves to confuse them even more.
Pair this with poor visuals and below average acting and the experience is for the most part forgettable.
Characters don’t appear to be showing any type of emotion and they frequently act strange. Picking what Cahal says to different NPCs is more confusing, as the dialogue option are written in a bizarre, third-person perspective.
After playing this game for a long time, issues disappear, however it’s an odd change to say the least. The character models during cutscenes move unnaturally, and their facial expressions are distracting
As far as gameplay goes, there are a couple of things that Werewolf: The Apocalypse – Earthblood does nicely.
The capacity to consistently move between human structure (homid), wolf structure (lupus), and werewolf structure (crinos) feels astonishing, and there’s nothing similar to stealth gameplay as a wolf.
It very well may be contended that the stealth is the best part of the game, and while it does absolutely feels good sometimes, it likely isn’t the thing the gamers are looking for when getting a game about werewolves.
Outside of this, the majority of Werewolf: The Apocalypse – Earthblood experience is just adequate, however it does allow us to customize through Cahal’s skill tree, yet a large portion of the upgrades don’t have that a very remarkable effect in how players approach the missions.
The combat is okay, however there’s a clear lack of power in each hit.
The roleplaying element in cutscenes nearly causes players to need to truly think about how they will respond to specific situations, yet every issue can be tackled with extreme force without changing the result.
That issue about combat is maybe the main flaw of Werewolf: The Apocalypse – Earthblood.
In any combat oriented game, it’s crucial to ensure that actions have an impact. In the exacting sense, players need their attacks to feel powerful, particularly when they are playing as a huge werewolf.
In Werewolf: The Apocalypse – Earthblood, however, standard human enemies hardly respond to being hit. They will remain there until their HP bars run empty, so, all things considered they ragdoll and go flying in spite of their recently settled durability.
Similarly, players can utilize a lovely cool finisher on enemies, tearing an enemy in two, but their fellow soldiers will not blink an eye.
On the metaphorical side of things, the decisions that players make in combat ought to have some impact.
Is this the right chance to do a heavy attack and try to pile up damage or fall back and heal?
These kinds of choices are totally missing in typical combat with standard foes, as they will in general be not difficult to the point that strategy tumbles to the wayside.
In boss fights there’s a little bit of this, however it actually doesn’t profit by that idea enough.
One of the significant selling points of the game was containing Cahal’s rage, however this becomes an inessential factor and really benefits the player when it does.
Unmistakably, Werewolf: The Apocalypse – Earthblood isn’t for everyone, except naturally that implies some gamers will appreciate it.
As said previously, there are a few things it does nicely, and a large portion of its flaws don’t make the game unplayable.
It’s totally possible to enjoy to tear the enemies in half with your werewolf form even with these flaws, and those who know about the Werewolf: The Apocalpyse legend will likely have a far better time.
Maybe the greatest issue is that this is a game introduced and sold at triple-A level that doesn’t give the quality that the triple-A games offers.