Various ghosts, possessed objects, stampeding frogs and the like spawn in the room, and you’re completing the age-old ritual of strafing around, staying out of harm’s way while hoping that you’ve picked off enough enemies for the next circular rotation around the room. You get a healthy arsenal of guns that you can cycle through with the d-pad, and pump bullets into enemies with a tap of RB. Deciding whether to explore is so much harder when the steps to the next level are right there. Complicating the decision further is that we kept finding the boss room early in the dungeon. There’s that traditional dilemma of whether you explore further, risking your persistent health pool, on the off chance that you’ll find a weapon or permanent upgrade that will make the trade-off worthwhile. It’s not hugely special – it’s a procedurally generated set of boxy rooms that sprawls further into any direction that you choose to explore. On the conventional side is the dungeon itself. It’s a welcome difference from cobwebby dungeons.įusion Paradox’s appeal, at least to us, is how it uses a reasonably conventional framework to try out some reasonably batshit ideas. The world is certainly inviting, though: it’s an attractive voxel world that’s lit gloomily and is dense with Agency desks, photocopiers and office booths. It’s fine, but it’s a little dense at the start of the game, and we were happy to wriggle out from underneath it and play the roguelite stuff. We will admit to finding it less interesting than whomever wrote it.
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