death

Review: Have a Nice Death

Have a Nice Death is a charming themed 2D rogue-lite side scroller. With games like Hades, Cult of the Lamb, and Dead Cells dominating the charts, it’s always fascinating to see a new take on the rogue-lite genre. Have a Nice Death provides just what the room need. A severe content warning is included and should not be ignored, since while Have a Nice Death appears sweet and pleasant, it contains some really grim and weighty topics.

There are an insane number of weapons and stuff to unlock and uncover in Dead Cells. Cult of the Lamb encourages players to embark on crusade runs with the express purpose of increasing a certain stat or gathering valuable materials. Hades blends a slew of stacking powers with an ever-evolving story.

Have a Nice Death does all of this and adds its own unique dynamics and rewards for being alright with death.

The centrepiece of this Stygian adventure was slaying your way through randomised stages and laying the smackdown on various rank-and-file deadbeats, with rapid and responsive fighting offering a variety of methods to learn. The possibilities for swappable scythes with various special attacks are only the beginning. You may also bring the undead back to life using magic spells and secondary weapons scattered throughout the levels, ranging from a large, hefty hammer to a sorcery that summons a swarm of ravenous crows. No dust-up is missing in diversity, with responsive leaps, sprints, and strong “frenzy” finishes.

Have a Nice Death carries with it a complex tale filled with themed characters and continuing plots. The cinematography and plot are really charming and fascinating to watch. You take on the role of Death, the founder and CEO of Death Corporation, a vast business empire that processes souls for the hereafter. Death has delegated reaping to his executives, the “Sorrows,” so that he can devote more attention to himself. Unfortunately, it appears that the Sorrows are reaping so many souls that Death is simply locked in his office filling out mounds of paperwork. It is every being’s worst dread! Death decides he’s had enough and goes out to confront his minions and reclaim power. This does not go as planned since the Sorrows (bosses) have become enamoured with power and dare to confront your brilliance! Death appears to have been absent from the higher management offices for so long that none of his minions recognise or appreciate him. It is now your responsibility to whip your minions back into shape, one department at a time! Yet it’s not as simple as it seems.

It’s quite amazing how many various combinations you can create in the game. The catch is that you must spend the cash you gain from each run in the hub planet in order to even have the chance to find these weapons. While the learning curve is tough, there are several goals throughout each level that you may complete to receive a concession.

Therefore, if the goal is to kill a certain miniboss four times and you’ve already done it twice, you may now acquire whatever the miniboss’s prize was for 250 gold instead of 500. This also applies to contracts and meals obtained while wandering or purchased at the shop on each run. If you’ve grinded long enough, you can just spend your gold at the marked-up price and avoid the middleman, but it’s a wonderful incentive to save your money from each run and pursue particular courses.

You can ultimately unlock elevators that allow you to bypass many of the standard levels and go right to some of the major monsters, but this ends up hurting you more than it helps because you lose all of the cash and upgrades you would have gained on those floors. So it’s not really a means to gain momentum, but rather a new approach to make things more difficult. With the exception of the elevators that go to area bosses, which can have a significant influence on how well equipped you’ll be for the tougher tasks, every elevator does provide you an option of which sort of level to visit next. Understanding which floors are more valuable in different scenarios is thus quite beneficial.

It should be mentioned, however, that the game swiftly escalates in complexity, and the outside modifiers, the ‘light’ portion of the genre, aren’t as well balanced as they could be. Weapon upgrades are only available throughout the run and vanish after the run is completed. Acquiring more weaponry feels more like a drag than a benefit because it simply adds more dice to the pool. It was difficult to feel more strong after 10 hours of gameplay and obtaining a large number of weapons. The outside power-ups just weren’t enough. Yet, in comparison to the title’s enormous success, this is a minor complaint.

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