![]() That sounds like a very small issue, but when you are playing an FPS and there is something big trying to attack you and lots of smaller enemies are grunting their own tune, this amounts to a more significant problem. Then there are the worm bosses, which make very little to no noise when moving despite being 30ft tall. The leveling of audio also makes it impossible to parse how far away spooky Dave with his magic green eyes happens to be. Quite a few times I felt I was encircled by surround sound speakers, but only one would activate at a time. Sound design is awful and directional audio isn’t going to help. In fact, I’ll kick that a little further down the stairs of the creepy church. This isn’t to say that Kingdom of the Dead ‘s design without them would be perfect either. However, the slow among us that think Call of Duty ‘s former story campaigns aren’t intuitively laid out enough require quest markers holding their hands. The bright light of the mansion in the first level, for example, stands out and commands enough of you to head towards it like a masochist’s Mecca. In fact, levels are relatively linear throughout, so one would have thought that would guide you well enough. Secrets and exploration aren’t seemingly the principle. One could argue exploration did that well enough back in the day, but I’m willing to stick my neck out a bit further. Given the art style, it is sometimes needed Quest markers wouldn’t be a thing normally, but given the ability to view some actual distance is hindered slightly by the Obra Dinn -style dithering, it becomes tricky to parse the spots of black or very very dark grey. There is a bit more of the modern furniture we’re used to in games. Bureau of what? I don’t know, I assume the undead and the occult. You play as an agent for the eponymously named Bureau. It is like working with the supernatural in the South. Ultimately, it attempts to make you uneasy, in the likes of the mansion next to a graveyard that just happens to have the undead rising up with their guns and swords. This is probably the selling point of the entire game, the dark shadowy atmosphere dredging almost everything in a thick and moist layer of dithered horror. Of course, you can up your mouse sensitivity and do all that you wish at the speed of light, but there is one thing Kingdom of the Dead refuses to give you, and that is some bloody light. ![]() ![]() Retaining that carefree fun of skating about the selected level like a goth high on Pixy Stix, Kingdom of the Dead starts off with the building blocks firmly in place. However, it does none of us any good wittering on about how things were so much better in the past when we’re constantly trying to make things bigger, grander, better, and more accessible. Taking influence is all well in good, but the question is, how much of that influence is halfway down someone’s throat and how much is actually being used as the template to build upon? For all my angry weekly diatribes about nostalgia in the Epic Games Store articles of late, I too can wear the rose-tinted specs as I drop to my knees and worship the PS2’s Spider-Man 2. As a retro-style shooter, it takes clear influence from the Carmack and Romero project that you immediately thought of, though with a bit more influence from DOOM³ than I think anyone ever asked for in any shooter. The first is the word BANG written in all capitals and the second is the drone of “brains!?” Released a few weeks ago, someone didn’t understand that majority of the games press was focused on a small title you might have heard of, Elden Ring. KINGDOM of the DEAD is a pen and ink drawn horror FPS videogame where you play as Agent Chamberlain, professor turned Army General, now working for the secret government program known as GATEKEEPER, whose main purpose is to defeat Death and his armies.Kingdom of the Dead is a game that only understands two words. Your browser does not support the video tag.
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