In this preview of the Action RPG from Deck13, Ramona surfs through the sand and heats up opponents with effective smash attacks.
With the action RPG, developer Deck13 once again proves that they can handle action-packed and crisp fights. Who The Surge (In the test 8.0) and The Surge 2 (In test 8.5) played gets a glimpse of how dynamic Atlas Fallen could become. The difficulty seemed moderate to me and the accessibility is better.
Unlike the The Surge titles and Lords of the Fallen (in test 7.5) Deck13 left the path of the souls-like games with Atlas Fallen and concentrated more on role-playing and adventure. Set in a fantasy world, the preview invites you to explore with the sand gliding movement.
This starts a bit later in the game with its own little intro and takes me straight to the first area. Fighting my way through sand, rocks and ruins, I learn some game elements along the way and learn that the world has been ravaged by war and my hero’s gauntlet seems to have helped bring Thelos to power. The preview in the playable section doesn’t tell me exactly what my task will be, because first of all I’m supposed to stabilize and upgrade my glove. Besides, I raise ruins from the ground, surf through sand, fight against all kinds of creatures and help the inhabitants. But the fact that there is a bigger story lurking behind it becomes clear to me through the collectible LORE sections.
|In the fights, things really get down to business, especially in the air. Ground opponents can also be fought effectively in this way.|
Hitting the sky with a hammer
Maneuvering in combat takes a little practice, but I got a feel for the timing pretty quickly. The only thing I found tricky was parrying with the sand skin, because it has to be triggered precisely, otherwise it’s ineffective. Between all the effects and camera movements in combat, the red glow of the opponents, which indicates an attack to be parried, is not so easy to see, especially since other aggressive opponents usually also jump around you. The somewhat complex controls can be learned just as quickly with a gamepad, mouse and keyboard. Especially with the gamepad it was even easier for me to build up a routine.
Abundance of skills
New skills for your sockets are created from blueprints, materials and essences found in the world. Then there are your glove skills, for which you have to find splinters, and your armor, which you level up and get perk points that unlock other skills. In the combination, everything looks overloaded together. But the systems in between don’t get on your nerves and you can relax and do everything in one go at the next anvil.
|With the glove you can lift ruins out of the sand and get to hidden chests.|
How heavy is a kilo of feathers?
Unfortunately, Atlas Fallen stumbles a little over its own logic here and there. While I’m able to use the gauntlet to lift stone towers out of the sand, the lattice gate is too heavy without the gauntlet upgrade. It’s similar with a stone bridge, with which an NPC can help me, but the wooden bridge a little further, which also needs repairing, would actually be much easier than the stone ruins! But those are details that take a back seat to the action RPG’s basic approach.
|You can quickly reach your destination by sand gliding. The controls are a lot of fun here.|
Author: Ramona Kiuntke (GamersGlobal
Opinion: Ramona Kiuntke
What I don’t like so much are the hero’s abilities and the level system. It’s just really complicated: The hero has a glove that can be repaired and upgraded with shards, there are also essence skills divided into 12 sockets that have to be unlocked with materials, divided into three tier levels that can be equipped with active and passive skills , which also need to be activated and also be fused with materials and essence stones, plus a collection of idols that you need to equip one of and weapons that seem to also have weapon branches, while your armor also needs to be upgraded with other materials and perk- Points for more passive skills are there. Understood? No? That’s exactly how I felt too. In that case, less would probably be more – the complexity distracts me more than it increases my enjoyment of the game.
Technically everything was stable, the graphics are an eye-catcher and elements like sand surfing are really fun and ensure fast movement in the really great designed and partly open world. The overloaded skills and the somewhat bumpy beginning of the story take a back seat, especially since all possibilities for development are still open. I definitely liked the preview of Atlas Fallen and am looking forward to the finished version.
Preliminary pros & cons
- Great, action-packed combat system
- Beautiful game world
- Oversaturated skill system
- Explanations are sometimes too lengthy
I’m looking forward to the finished version of Atlas Fallen. The preview version is technically very stable, but still has a little room for improvement here and there.