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LET IT DIE: INFERNO |OT| What is Dead May Never Die

  • Thread starter Thread starter Arsic
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Not sure what the negative stuff people are talking about yet as I'm trying to form my own opinion and haven't looked elsewhere for opinions except here.

I think it's a very "hard" game initially which can be off putting to the land of filthy casuals gaming has become. Lots to learn and managing your inventory, getting out, learning how items work and enemies especially humanoids can mess you up fast. Plus heals aren't cheap so you gotta kill crabburgers to stay alive.
 
What level do you unlock that?
It doesn't seem to be tied to a level, weirdly.

I got to Chapter 2, which happens once you reach the next "section" of Hell Gate. You unlock that after you survive two consecutive excursions.

After that, it seems like every time I come back from an session there was a new cutscene or something, even if I just died pathetically as soon as I landed. One of them randomly was about Death Jamboree opening up. 🤷‍♀️
 
I'm super conflicted to get this or not. Some people seem to really like it and others hate it. I guess this may be a "see for yourself" situation.

Although... 813 peak 316 players right now :/
 
I'm super conflicted to get this or not. Some people seem to really like it and others hate it. I guess this may be a "see for yourself" situation.

Although... 813 peak 316 players right now :/
This was always going to be a bomb. Even with good word of mouth.

It runs perfectly , looks good, plays well, but it's a very unique offering. Think suda51 games in general - very stylish.
 
It doesn't seem to be tied to a level, weirdly.

I got to Chapter 2, which happens once you reach the next "section" of Hell Gate. You unlock that after you survive two consecutive excursions.

After that, it seems like every time I come back from a session there was a new cutscene or something, even if I just died pathetically as soon as I landed. One of them randomly was about Death Jamboree opening up. 🤷‍♀️
Which body you rocking?

Timothy for me.
 
Would love to support as I did with with original LID if it was F2P…

- Pricy upfront game cost
- PS Plus requirement

So I guess I will try it on Steam one day
 
Would love to support as I did with with original LID if it was F2P…

- Pricy upfront game cost
- PS Plus requirement

So I guess I will try it on Steam one day
Yeah this is more of a $25 gets you the whole experience.

Micro here is backpack cosmetics, charm cosmetic, emotes, and your couch at base. I don't think anyone is buying any of that…

So $25 is fair.
 
Tested HDR: It's totally broken on ps5. None of the settings change anything and the game is very dark. Turn it off and it fixes it.
 
It is. It's a rogue like with PvP elements and a whole lot of style! Challenging AF so far.
Well even if it looks like another gatcha it looks fun. Sometimes im just looking for a easy and just dumb fun game along with playing vr games, BF6 and GT7 spec 3 right now.
 
Well even if it looks like another gatcha it looks fun. Sometimes im just looking for an easy and just dumb fun game along with playing vr games, BF6 and GT7 spec 3 right now.
Not a gacha. The bodies are just your starting loadout.

No skins or waifus to buy.
 
I'm having a better time than I did with the demo, partially because they fixed the horrible motion blur. I tried out the new PvE-only zone a few times but SPLithium gain is reduced and you can't upgrade your Body, so it seems pointless? Idk.

One pleasant surprise so far is that, like the original Let It Die, it seems they DID contract some music artists to make songs about the game. I've heard three so far but there is no jukebox (yet?) so I don't know how many there actually are this time around.
Edit: Apparently these are actually original songs by Yamaoka.

Also on the subject of music, the OST sounds like another Yamaoka joint so I'm happy about that.

But yeah, the game isn't amazing by any means and I wouldn't say it's as good as the original Let It Die, but I don't think it's horrible either. I'd describe it as a shorter paced (each expedition has a 15 minute limit) and more arcadey Let It Die, with a similar amount of jank.

No skins or waifus to buy.
Well, the Deluxe and Ultimate Editions each come with an additional Body... and I'm sure they will be selling more Bodies for premium currency as the seasons progress.

Speaking of seasons, they've already put out a roadmap:
207902b1eb5418f683ee3c325c7c68aec9ec7efc.png
 
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I'm having a better time than I did with the demo, partially because they fixed the horrible motion blur. I tried out the new PvE-only zone a few times but SPLithium gain is reduced and you can't upgrade your Body, so it seems pointless? Idk.

One pleasant surprise so far is that, like the original Let It Die, it seems they DID contract some music artists to make songs about the game. I've heard three so far but there is no jukebox (yet?) so I don't know how many there actually are this time around. Also on the subject of music, the OST sounds like another Yamaoka joint so I'm happy about that.

But yeah, the game isn't amazing by any means and I wouldn't say it's as good as the original Let It Die, but I don't think it's horrible either. I'd describe it as a shorter paced (each expedition has a 15 minute limit) and more arcadey Let It Die, with a similar amount of jank.


Well, the Deluxe and Ultimate Editions each come with an additional Body... and I'm sure they will be selling more Bodies for premium currency as the seasons progress.

Speaking of seasons, they've already put out a roadmap:
207902b1eb5418f683ee3c325c7c68aec9ec7efc.png
Yeah I'll say as an ultimate edition owner the best body IMO so far is Timothy the starting one. Second would maybe be the drop kick bitch.
 
I'm super conflicted to get this or not. Some people seem to really like it and others hate it. I guess this may be a "see for yourself" situation.

Although... 813 peak 316 players right now :/
The differentiating factor IMO is how much tolerance you have for getting murked by random, real players at the end of a productive session.

It seems most people—reasonably!—hate this. I like the tension, personally. But I also liked Deathverse which was strictly PvP and surprise fatal bullshit ambushes. Cuz hey, sometimes I get to be the bullshit ambusher!

Which body you rocking?

Timothy for me.
fbODNeb.gif


(I like not having to worry about carrying capacity as much)
 
The differentiating factor IMO is how much tolerance you have for getting murked by random, real players at the end of a productive session.

It seems most people—reasonably!—hate this. I like the tension, personally. But I also liked Deathverse which was strictly PvP and surprise fatal bullshit ambushes. Cuz hey, sometimes I get to be the bullshit ambusher!


fbODNeb.gif


(I like not having to worry about carrying capacity as much)
Patrick is who I started off with but the weight for heals is 15, and the heal ability on Timothy helps regulate some of that. Plus lil Timmy gets + health skill tree nodes. Weight isn't too big of deal so far since you pick up tons of useless shit and crafting materials take up too much weight in your home stash yet I only have two trash crafting options from blueprints so far.
 
PvP is really frustrating me. I know it's meant to be rock paper scissors but it feels like rock beats all. Just be the first person to hit the other person and they are fucked.

Edit: First hit leads to stun lock. Defense seems to never fucking work. No lock on system. It just all seems poorly thought out and not fun.
 
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I'll be the first to say it: the game is too fucking hard.

The second layer I was in a completely hidden place away from enemies. Healing up until I would have enough health to attempt one last fight then try to escape. Need the fight to have enough SPL to escape.

The AI that killed some other player in an apartment complex building way away from me for some reason just zeroed in on me from a mile away to run my shit down… like bro wtf.

All these enemies do truck tons of damage level 2 onwards. They need to redo the scaling big time.
 
Here's some tips as someone who probably already played the game too much:
  • Weapon rarity is the most important factor!
    • Enemy shield damage is weapon rarity dependent. If you are on Body Level 3, it's possible you can't do any damage until their shield is fully depleted if you are still using Green/Grey weapons.
    • A green is better than a grey 100 times out of 100, no matter what perks the grey weapon may have. Then Blue, then Purple, etc.
  • Carry weight is way more important than it seems.
    • As you get deeper into Hell Gate, better equipment weighs more on average. With a low carry weight, you have to make really difficult choices (and as Arsic points out, these mofos don't play as you get deeper)
    • You always want to leave the Hell Gate with as full an inventory as possible. Pick up any weapons/armor/whatever you see, even if it isn't right for your build.
    • When you get back to Iron Perch, put all the "pointless" weapons/armors in your storage. Future you will thank you!
    • Rarity rules apply: if your inventory is full, drop whatever greys first, and pick up greens (then blues, and so on)
  • Survival matters most!
    • If you die, you lose everything*...
    • Sell what you can't store, obviously.
    • If you've got a full inventory, and max SPLithium, just leave. No, don't argue...just gtfo!
  • ...*Except Safe Box items!
    • Your safe box can only store 10 weight worth of items, but these items are not lost when you die.
    • Use the safe box for keys! They weigh 3 per key.
    • Only pull your keys out of your safebox when you find a corresponding door. And always open these doors.
    • Why? Because they are guaranteed to contain treasure that is 1 tier above whatever zone you are in...remember the rarity rules above?
  • Player Raiders are worth the trouble!
    • They are worth a LOT of SPLithium, and always drop high value sale items (aside from whatever else they have in their inventory)
    • Generally you can leave the zone shortly after even 1 encounter with a raider...your inventory will be close to full as will your SPLithium
    • If they get the jump on you, ROLL AWAY. If you're successful, you can functionally "reset" the encounter.
    • Bait them into using up their stamina (i.e. make them chase you). Usually people are as nervous as you are and will do something stupid when their stamina is empty.
    • Don't forget your guard breaks! Player Raiders love to spam guard.
Here are some less perfect tips, but just impressions and observations I've made so far.
  • The "climb" ability might be tempting, but it seems like it's almost never useful when you really need it. 🤷‍♀️
  • If you continue diving into a zone after the point that the mission objectives say it's safe to leave, you can find boss fights. I only ran into one, and it was kind of like a "super" humanoid NPC. I died. Not sure what the rewards are.
  • Don't sleep on the propeller! The range is insane...you can zone most of the yuckies easily. It's deathblow is also decent.
  • Using all 3 bodies seems like a good idea. This way, you can take advantage of their "class" weapons as you farm. Timothy has bonuses for SWAN weapons, Patrick for Occult Science, and Whatserface for the other thing. Since you can't control what you'll get, rotating makes everything have some value.
  • They just extended the expedition time significantly. From 15 minutes to 25 (20 on deeper levels). The've also added more escape pods. Not sure how I feel about it, but if you're having trouble finding escape pods, this should be less of a problem now.
 
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Here's some tips as someone who probably already played the game too much:
  • Weapon rarity is the most important factor!
    • Enemy shield damage is weapon rarity dependent. If you are on Body Level 3, it's possible you can't do any damage until their shield is fully depleted if you are still using Green/Grey weapons.
    • A green is better than a grey 100 times out of 100, no matter what perks the grey weapon may have. Then Blue, then Purple, etc.
  • Carry weight is way more important than it seems.
    • As you get deeper into Hell Gate, better equipment weighs more on average. With a low carry weight, you have to make really difficult choices (and as Arsic points out, these mofos don't play as you get deeper)
    • You always want to leave the Hell Gate with as full an inventory as possible. Pick up any weapons/armor/whatever you see, even if it isn't right for your build.
    • When you get back to Iron Perch, put all the "pointless" weapons/armors in your storage. Future you will thank you!
    • Rarity rules apply: if your inventory is full, drop whatever greys first, and pick up greens (then blues, and so on)
  • Survival matters most!
    • If you die, you lose everything*...
    • Sell what you can't store, obviously.
    • If you've got a full inventory, and max SPLithium, just leave. No, don't argue...just gtfo!
  • ...*Except Safe Box items!
    • Your safe box can only store 10 weight worth of items, but these items are not lost when you die.
    • Use the safe box for keys! They weigh 3 per key.
    • Only pull your keys out of your safebox when you find a corresponding door. And always open these doors.
    • Why? Because they are guaranteed to contain treasure that is 1 tier above whatever zone you are in...remember the rarity rules above?
  • Player Raiders are worth the trouble!
    • They are worth a LOT of SPLithium, and always drop high value sale items (aside from whatever else they have in their inventory)
    • Generally you can leave the zone shortly after even 1 encounter with a raider...your inventory will be close to full as will your SPLithium
    • If they get the jump on you, ROLL AWAY. If you're successful, you can functionally "reset" the encounter.
    • Bait them into using up their stamina (i.e. make them chase you). Usually people are as nervous as you are and will do something stupid when their stamina is empty.
    • Don't forget your guard breaks! Player Raiders love to spam guard.
Here are some less perfect tips, but just impressions and observations I've made so far.
  • The "climb" ability might be tempting, but it seems like it's almost never useful when you really need it. 🤷‍♀️
  • If you continue diving into a zone after the point that the mission objectives say it's safe to leave, you can find boss fights. I only ran into one, and it was kind of like a "super" humanoid NPC. I died. Not sure what the rewards are.
  • Don't sleep on the propeller! The range is insane...you can zone most of the yuckies easily. It's deathblow is also decent.
  • Using all 3 bodies seems like a good idea. This way, you can take advantage of their "class" weapons as you farm. Timothy has bonuses for SWAN weapons, Patrick for Occult Science, and Whatserface for the other thing. Since you can't control what you'll get, rotating makes everything have some value.
  • They just extended the expedition time significantly. From 15 minutes to 25 (20 on deeper levels). The've also added more escape pods. Not sure how I feel about it, but if you're having trouble finding escape pods, this should be less of a problem now.
I just was body level 4. Spawn into zone 4. The area I'm spawned into has one way, only one, to go, which is straight ahead. 3, count 3, humanoid other faction elite bangers blocking the way. 0 fucking chance.

What a stupid fucking waste of time and a run. And these AI will chase you across the entire zone.
 
Gave the game a fair shot but I don't really have the time (or desire) to grind and progress through this game right now (especially with holidays coming) so I went ahead and refunded it after 3 hours of playtime, and Steam thankfully accepted it.


Maybe I'll give it another shot in the future but I'm looking forward to replaying the offline version of Let It Die more.
 
Gave the game a fair shot but I don't really have the time (or desire) to grind and progress through this game right now (especially with holidays coming) so I went ahead and refunded it after 3 hours of playtime, and Steam thankfully accepted it.


Maybe I'll give it another shot in the future but I'm looking forward to replaying the offline version of Let It Die more.
Offline let it die should be great.

This game really needs to tone itself fucking down.

It's too brutally hard. The AI and damage even in full purple gear, full health build, heal items, and I still get my ass cheeks clapped on level 4.
 
Went ahead and got it. 25 bucks and I know what I'm getting into so whatever. Only did the tutorial so far cause my Internet was slow last night and by the time I got it running it was time to sleep.

I'm hoping they listen to feedback and try to keep the few players they currently have. But seems like it'll be a decent time waster. I'll update with my opinions when I get some good playtime.
 
Went ahead and got it. 25 bucks and I know what I'm getting into so whatever. Only did the tutorial so far cause my Internet was slow last night and by the time I got it running it was time to sleep.

I'm hoping they listen to feedback and try to keep the few players they currently have. But seems like it'll be a decent time waster. I'll update with my opinions when I get some good playtime.
If you get past level 4 which requires 50,000 hell depth as you get into it let us know.
 
I got to level 4 the other day, was absolutely beasting on everything in sight. Very confident I'd hit level 5, no problem. Somehow lucked into all purple gear with great bonuses.

Then..."this game has encountered an error and needed to close".

The good news: the game DOES remember your location and state even if you disconnect in-zone.
The bad news: enemies can still kill you while you are DC'd...which is exactly what happened to me. :messenger_savoring:
 
Games usually hit their peak Steam CCU on the first Sunday after their release.

Let It Die Inferno, on the other hand...
MQrwffPI9RfRKyTX.png


However, I checked the leaderboard a few days ago and it seemed like console players made up a bigger portion of the playerbase.

For comparison's sake, the original Let It Die peaked at 1939 and Deathverse peaked at 1380, but those were free games. Also LiD was a late port, so it probably would gone higher if it launched on Steam.
 
Games usually hit their peak Steam CCU on the first Sunday after their release.

Let It Die Inferno, on the other hand...

However, I checked the leaderboard a few days ago and it seemed like console players made up a bigger portion of the playerbase.

For comparison's sake, the original Let It Die peaked at 1939 and Deathverse peaked at 1380, but those were free games. Also LiD was a late port, so it probably would gone higher if it launched on Steam.
They're gonna have to drop some content bombs to generate some buzz and get those numbers up. There's a solid game here they just gotta recover well.
 
They're gonna have to drop some content bombs to generate some buzz and get those numbers up. There's a solid game here they just gotta recover well.
I'm a firm believer this game is not recoverable.

If they made it free to play it still wouldn't attract enough people.

The way the game works now even if there's no PvP you can still complete it solo but the issue is it's online. So the money will dry out quickly and they'll either Babylons fall gut it entirely or invest in an offline version like they are with the first one.

I just don't see players giving this a chance.
 
I'm a firm believer this game is not recoverable.

If they made it free to play it still wouldn't attract enough people.

The way the game works now even if there's no PvP you can still complete it solo but the issue is it's online. So the money will dry out quickly and they'll either Babylons fall gut it entirely or invest in an offline version like they are with the first one.

I just don't see players giving this a chance.
Yep, even let it die had more players

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M6mRhLZEBuXl3rzB.png
 
Yep, even let it die had more players

yu4NTJiwiUkVmbxk.png
M6mRhLZEBuXl3rzB.png
It's a shame because this is a legit good game in myriad of ways.

Looks good
Runs well
Incredible sense of art style
Fun and unique combat
Cool progression systems
Plenty of enemy variety the further you get
Enemies are intelligent in combat

Its main issue IMO is the difficulty is a smidge too high…
 
It's a shame because this is a legit good game in myriad of ways.

Looks good
Runs well
Incredible sense of art style
Fun and unique combat
Cool progression systems
Plenty of enemy variety the further you get
Enemies are intelligent in combat

Its main issue IMO is the difficulty is a smidge too high…
One of the most interesting/ambitious and original-distinctive aspect of the the first game was the fact that they used 100 artist to make the soundtrack... Inferno uses AI for the music instead....

I have already said this, but Infierno is a pivot after Deathverse flopped. The money they lost in Deathverse should've been used to make a proper Let It Die 2.

There is an anime/manga that captures the essence of the OG game:

6xgtGzr9xypv4SpJ.jpeg
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lIu2wkNX03GBGhzz.gif
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xOCqxzbQCnrGrasa.jpg

8kx19kZxsYC0RIAn.jpg

Dorohedoro is basically let it die. The game IP has a big potential but they messed up with inferno
 
One of the most interesting/ambitious and original-distinctive aspect of the the first game was the fact that they used 100 artist to make the soundtrack...
Not enough money in the budget for that this time around, unfortunately.
Inferno uses AI for the music instead....
And this is how misinformation spreads...

Akira Yamaoka is the sound director and composer for this game, and his OST is one of the few truly good things about it.
 
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Not enough money in the budget for that this time around, unfortunately.

And this is how misinformation spreads...

Akira Yamaoka is the sound director and composer for this game, and his OST is one of the few truly good things about it.
I don't think is misinformation at all:
2ZPG3Dqtu1yP8qYe.png

gFF3kNS19fdZo1S9.png


Now, this process is not that different from what Yamaoka did for a long time:

Using loops or samples to create silent hill music/sound design


But, this is not the point.

My point is that: One of the strongest and most original aspects of Let It Die was its soundtrack. This approach has positioned Let It Die as a cult classic, underground-indie music discovery kind of product; its defining factor.

Inferno is a downgrade from this.

So, what I am saying is that inferno is a pivot/low effort/make a quick buck capitalizing in the let it die IP after deathverse flopped. A that's a shame.

AI to lower cost at the expense of quality, originality, vision ❌

AI to expand, achieve more, rise production values ✅
 
Let it die inferno has good songs but not even a fraction of let it die 1s soundtrack.

That game had so much music. I'd say that's to me this games biggest step back by far.
 
l made it all the way to body level 6 last night, and got killed by the big boss.

This game is so odd. It's hard as balls but when I get my longest runs, I always have such a smooth experience with it.
 
l made it all the way to body level 6 last night, and got killed by the big boss.

This game is so odd. It's hard as balls but when I get my longest runs, I always have such a smooth experience with it.
Damn is 6 the final? So you got to the final boss? Legend.
 
FWIW 5 and 6 are identical in terms of difficulty (not counting the boss) If you are geared well for 5, then you should be fine in 6 too.

Of course it was with Timothy. That self-heal is too damn good, especially after the upgrade.
 
FWIW 5 and 6 are identical in terms of difficulty (not counting the boss) If you are geared well for 5, then you should be fine in 6 too.

Of course it was with Timothy. That self-heal is too damn good, especially after the upgrade.
Yeah Timothy is the only truly viable body. Heal is a must.
 
I unlocked the 4th body, and man, I didn't realize how much of a difference those body upgrades make. It feels like I don't know how to play the game any more.

Also the raider dynamics in this game have really changed. Almost no one wants a fight anymore (and I am too much of a nice guy to just kill them anyway). But also I regularly see groups of 2-3 raiders all working and playing together cooperatively. I'm wondering if that's just ad-hoc or they're somehow managing to get into each other's sessions deliberately.

One such group saw me and immediately gangbanged me to death without provocation.

50-cent-funny-memes.gif
 
I unlocked the 4th body, and man, I didn't realize how much of a difference those body upgrades make. It feels like I don't know how to play the game any more.

Also the raider dynamics in this game have really changed. Almost no one wants a fight anymore (and I am too much of a nice guy to just kill them anyway). But also I regularly see groups of 2-3 raiders all working and playing together cooperatively. I'm wondering if that's just ad-hoc or they're somehow managing to get into each other's sessions deliberately.

One such group saw me and immediately gangbanged me to death without provocation.

50-cent-funny-memes.gif
I had an area with two rockets to get out yesterday. Me and a guy both show up and we do a light tea bag to show we are friendly. He went to one rocket and I went to another.

That same session though I found and killed 3 other players. 🤣 Welcome to the streets bitches!
 
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