Slain - A homage to gory hack-&-slash games of the 80's & 90's (Out now on PS4)

As with everyone else, art style is 10/10 but I'm not too keen on the Gameplay.

Slowly moving platforms and pretty easy enemies so far. My biggest gripe is the "Slain" screen when you die, it takes up too much time imo.
 
After half an hour of playing, it's ok. Vague explanations of game mechanics, combat serviceable but clunky, sound is like they forgot to include all the effects. Art on the other hand is great.

Its biggest flaw is that starting up it feels like merely another one of those games. Nothing in the design or execution that would immediately give that feel of being greater than the sum of its parts. I'll play it through though, it's pleasant enough.
 
After half an hour of playing, it's ok. Vague explanations of game mechanics, combat serviceable but clunky, sound is like they forgot to include all the effects. Art on the other hand is great.

Its biggest flaw is that starting up it feels like merely another one of those games. Nothing in the design or execution that would immediately give that feel of being greater than the sum of its parts. I'll play it through though, it's pleasant enough.

Play even more, it gets better, but plateaus quickly. After 3 hours with the game, it sits somewhere around a 6/10 for me which ain't bad, just disappointing.

Also for folks who are upset about having to trudge through the same level over and over until its beat, heads up, after the second level you are greeted with a (minor spoiler)
hub world that let's you go about things in your own order (and can be accessed anytime by quitting the level you're on).
 
Soooo I went back in to play some more and it hadn't saved my progress and threw me to level 1 start. That's a pretty fatal bug.

edit: looks like there's no way to tell for sure where it saves, but it does save at some points. Maybe it only saves after named bosses, who knows.
 
Wish there was a way to get a refund. This was a huge letdown. All those delays, talking about the difficulty... They should have been fixing the bugs and shit first. This is the first and last time I ever help kick-start a game.
 
I definitely think people are overreacting but I'm simple. Yes, it feels unfinished - but this isn't even an AA release, you know?

Either way, could use some polish, really enjoying it as a break between Dark Souls II. Just wish some of the combat was more dynamic/fluid and there were more verticality to the levels. The mini puzzles and graphics are niiiii-to.

But basic sound FX would go a long way... And a basic FAQ but whatevers. Something tells me more people will enjoy it more at a "on sale"price point.

Also, ya'll motherfuckers need Odallus The Dark Call.

Wish there was a way to get a refund. This was a huge letdown. All those delays, talking about the difficulty... They should have been fixing the bugs and shit first. This is the first and last time I ever help kick-start a game.
Whoa now, let's not be too hasty with hyperbole, there are plenty of great projects kickstarted and delivered.

thereisnoneedtobeupset.jpg
 
Wish there was a way to get a refund. This was a huge letdown. All those delays, talking about the difficulty... They should have been fixing the bugs and shit first. This is the first and last time I ever help kick-start a game.
Some of the best games of the past few years were all Kickstarted: FTL, Pillars, Distance, Banner Saga, Shovel Knight, Shadowrun, Divinity, and so on

The state of this game has nothing to do with the fact that it was Kickstarted
 
Wow people are over-reacting way too much, they probably just run out of money and was forced to release it.
Reminds me of other KS games borked on release, which are now perfectly fine and pretty great (for example Carmageddon Reincarmantion, Skyshine's Bedlam or War for the Overworld)
 
Can I just say that the dialog is just terrible in this game, but in such a way that it comes around to the other side and becomes great again.
 
Wow people are over-reacting way too much, they probably just run out of money and was forced to release it.
Reminds me of other KS games borked on release, which are now perfectly fine and pretty great (for example Carmageddon Reincarmantion, Skyshine's Bedlam or War for the Overworld)

If they ran out of money but weren't done, then they should have released it as early access. That's basically what it's for, and doing so would have resulted in much less of a backlash, in any.


Can I just say that the dialog is just terrible in this game, but in such a way that it comes around to the other side and becomes great again.
That's good to hear, at least.
 
After half an hour I'm pretty close to writing the game off. It doesn't make a first impression like Volgarr or Shovel Knight, that's for sure.
 
Yikes. They made less than $20k on the kickstarter, which was supposed to be for 3 months of development, and it's taken four times as long to finish? Yeah, they must've been running on fumes for a while. Hopefully they can still polish things up and mitigate the bad launch somewhat.
 
Man, all these impressions are really disheartening. I'd really like another game that can hang with Shovel Knight, Volgarr, and Odallus. It seems like I get one great 2D actioner a year, and this... probably ain't it.
 
I'll just post it in Spoiler tags.

Basically there's no final boss. He kills the player and it ends with To Be Continued.

From someone on the Penny Arcade forums.

That is incredible. Can't help but laugh at how absurd that is.

I'm curious how much the game will improve as time goes on. I'm kind of rooting for it, it's a shame to see the beautiful art shackled to a shitshow.
 
Some of the best games of the past few years were all Kickstarted: FTL, Pillars, Distance, Banner Saga, Shovel Knight, Shadowrun, Divinity, and so on

The state of this game has nothing to do with the fact that it was Kickstarted
I'm not blaming the fact that it's bad on being kick-started, I'm saying I'm not going to risk my money on something like this again, no matter how good it LOOKS, because of how short this has fallen.

Again, I'm not blaming kickstarter, this is fully on the devs. But I'm going to stay away from these things, and wait for reviews for now on. That's all.
 
Hi guys,

Thanks a lot for all your feedback so far. I am currently going through all feedback on forums and customer reviews and collating it while Andrew and Asa are working on the first patch.

It is obviously sad to see many of you are unhappy with the experience so far and we will be doing everything we can to bring Slain! up to a standard you are happy with. We have worked on this game for nearly 3 years so please know we will be making every effort possible.

Regarding the lag, please play the game on 'fastest' graphics for now as we think the optimization issues coupled with the style of combat we were aiming for is causing the game to seem laggy. We understand the controls aren't what a lot of you expected and we will be working to fix this.

As for the lack of controller layout, we spoke in depth about this and thought the prompts in the Blood Grounds would be enough to teach the controls, we wanted people to learn the controls by playing the game. Rather than just being told them, again...this was a conscious choice and we have not executed correctly. And is something that will be addressed. For now, please see this controller layout...

yahK5zT.png


Block is only intended to work against projectiles and AOE attacks, again this is something we wanted the player to learn by playing, rather than being told.

The SFX level is also going to be looked at ASAP.

We will be posting a video in the next few days of Andrew playing through the Blood Grounds and talking through his design decisions in the next few days! Thanks for support so far and again, we are listening to everyones feedback so keep it coming. Thanks
 
Ha, doubt I would have ever figured out that down was block unless I happened to do it accidentally. Thought it was just to duck.
 
Hi guys,

Thanks a lot for all your feedback so far. I am currently going through all feedback on forums and customer reviews and collating it while Andrew and Asa are working on the first patch.

It is obviously sad to see many of you are unhappy with the experience so far and we will be doing everything we can to bring Slain! up to a standard you are happy with. We have worked on this game for nearly 3 years so please know we will be making every effort possible.

Regarding the lag, please play the game on 'fastest' graphics for now as we think the optimization issues coupled with the style of combat we were aiming for is causing the game to seem laggy. We understand the controls aren't what a lot of you expected and we will be working to fix this.

As for the lack of controller layout, we spoke in depth about this and thought the prompts in the Blood Grounds would be enough to teach the controls, we wanted people to learn the controls by playing the game. Rather than just being told them, again...this was a conscious choice and we have not executed correctly. And is something that will be addressed. For now, please see this controller layout...

yahK5zT.png


Block is only intended to work against projectiles and AOE attacks, again this is something we wanted the player to learn by playing, rather than being told.

The SFX level is also going to be looked at ASAP.

We will be posting a video in the next few days of Andrew playing through the Blood Grounds and talking through his design decisions in the next few days! Thanks for support so far and again, we are listening to everyones feedback so keep it coming. Thanks

Thanks for update
 
I definitely think people are overreacting but I'm simple. Yes, it feels unfinished - but this isn't even an AA release, you know?

Either way, could use some polish, really enjoying it as a break between Dark Souls II. Just wish some of the combat was more dynamic/fluid and there were more verticality to the levels. The mini puzzles and graphics are niiiii-to.

But basic sound FX would go a long way... And a basic FAQ but whatevers. Something tells me more people will enjoy it more at a "on sale"price point.

Also, ya'll motherfuckers need Odallus The Dark Call.


Whoa now, let's not be too hasty with hyperbole, there are plenty of great projects kickstarted and delivered.


This dude knows. Odallus shits on Slain.
 
Still looking forward to the PS4 version.

Just sounds like it needs some more time in the oven. Thanks for the efforts! The design is astounding :D
 
Man, this game really taught me how important good sound effects are. I requested a refund, how disappointing. How can a game that looks this good be so mediocre. I just don't understand
 
Bought a Steam card tonight, and am still contemplating a purchase.

I would definitely avoid it for now and possibly pick it up later. The reviews aren't wrong, the combat is pretty clunky and unsatisfying at the moment. It's a bit of a chore to play. My love of feasting upon the aesthetics can only carry it so far.

Seems to be a curse with most heavy metal themed media, unfortunately. A huge focus on aesthetics and the fundamentals come second (Brutal Legend, Heavy Metal, etc.)
 
Why didn't the devs just open this up as early access? It would have allowed them to collect cash to continue working if needed but they'd have been given so much more slack, and their review score wouldn't have been obliterated.
 
Hi guys,

Thanks a lot for all your feedback so far. I am currently going through all feedback on forums and customer reviews and collating it while Andrew and Asa are working on the first patch.

It is obviously sad to see many of you are unhappy with the experience so far and we will be doing everything we can to bring Slain! up to a standard you are happy with. We have worked on this game for nearly 3 years so please know we will be making every effort possible.

Regarding the lag, please play the game on 'fastest' graphics for now as we think the optimization issues coupled with the style of combat we were aiming for is causing the game to seem laggy. We understand the controls aren't what a lot of you expected and we will be working to fix this.

As for the lack of controller layout, we spoke in depth about this and thought the prompts in the Blood Grounds would be enough to teach the controls, we wanted people to learn the controls by playing the game. Rather than just being told them, again...this was a conscious choice and we have not executed correctly. And is something that will be addressed. For now, please see this controller layout...

yahK5zT.png


Block is only intended to work against projectiles and AOE attacks, again this is something we wanted the player to learn by playing, rather than being told.

The SFX level is also going to be looked at ASAP.

We will be posting a video in the next few days of Andrew playing through the Blood Grounds and talking through his design decisions in the next few days! Thanks for support so far and again, we are listening to everyones feedback so keep it coming. Thanks
Awesome. Appreciate the update. I'm very interested in grabbing the game, so I'll eagerly be awaiting the first patch.
 
Very cool to hear from a dev in this thread. For now I'm going to hold out hope that they can address some of the current issues and I'm not going to completely write the game off yet.
 
Love what these guys are aiming for, so I'm hoping they can make the right adjustments and still come out on top. But for now I'm going to hold off my first playthrough until some of these things are patched up.
 
For anyone using the Steam controller, make sure you set the output anti-deadzone to about a quarter of the bar. This game applies quite a big deadzone on the stick input. It plays much better now.

I changed my left pad to a stick for d-pad style control, made my right pad a d-pad for weapon swaps, and mapped Y to left bumper.
 
After watching a few videos I just can't understand why metroidvania tag is used to describe this game cuz it's clear as day that this game it not metroidvania, not in the slightest. Slan! is a lot closer to the very first Castlevania in terms of design of the levels and it is highly linear too, you can basically only go forward to progress and at the end there is always a boss. And I don't like the combat at all. The only huge plus of this game in my opinion is it's art style and gorgeous pixel art, but again, it is not metroidvania so if anyone here looking for Symphony of the Night or Super Metroid type of game, look somewhere else.
 
After watching a few videos I just can't understand why metroidvania tag is used to describe this game cuz it's clear as day that this game it not metroidvania, not in the slightest. Slan! is a lot closer to the very first Castlevania in terms of design of the levels and it is highly linear too, you can basically only go forward to progress and at the end there is always a boss. And I don't like the combat at all. The only huge plus of this game in my opinion is it's art style and gorgeous pixel art, but again, it is not metroidvania so if anyone here looking for Symphony of the Night or Super Metroid type of game, look somewhere else.

This game was never intended to be a Metroidvania game at all, but as an ode to classic Castlevania games anyway! Really looking forward playing this one, as soon as it's out on Wii U.
 
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