![]() I didn’t find any reason to change my loadout from the base game. I was hoping for additional armour sets, but it was sorely not as present. The melee selection is hopefully only the start of what’s to come in following DLC. ![]() A step that Neon Giant didn’t need to take but I’m glad they did. It’s balanced well – and in a game all about damage input/output – adding a new element that change of gameplay is not a simple case of flipping on the melee switch. The only downside is there’s about three weapons to choose from, whereas the long-range approach is still an absolute treasure trove. I had a lot of fun changing up my playstyle to accommodate a melee build. I even started getting flashbacks of Hotline Miami – using cover and picking my time to slice them into sashimi. You’re not exactly a bullet sponge, so charging up to an enemy isn’t the first play. Whilst you may not look as stylish as Gray Fox flailing your sword, it’s a risk/reward I’ve not felt in the base game. On initial acquaintance of the Hammer I was not very interested, but throw a Katana in my hand and I’ll be Deep Throat any day….wait. A big one to note is the introduction to Melee weapons. This follows through in Cyber Heist as well as adding a couple more to sink your teeth into. The added elements for this isometric twin stick shooter, such as: cover fire and changing the height of your aim added a much-needed modernising of the genre. The crunch and splatters of the flesh that dare step in my way is a satisfying loop. What got me through the finish line initially was the stellar gameplay. ![]() The story’s always been less than desirable for me in The Ascent. Playing devil’s advocate, this could be setting up a second instalment that’ll reveal itself to be a major story beat in this post-Ascent storyline, but all I can say for now is I’d rather be where S.A.M. Your objective is to steal RUBY but what is RUBY? “The less you know the better”, a statement repeated through the story and without that knowledge – is there any drive to continue the story? No. So immediate that Kira even remarks on how quickly you’re returning to work. This depth in narrative I wish wasn’t so sparse, as when it strikes the right chord, it shines.Ĭyber Heist takes place almost immediately after the events of the main game. Some of the commentary borders meta as it speaks to you, making for an actual reason to listen in. ![]() a sentient AI that has seen the world that The Ascent has to offer and would rather not exist. Namely a key figure in the story, Orlando, a cockney crime lord that hires you for a job. I actually found a couple of characters quite endearing despite the rough and squalor of this world. To call it a mistake that I didn’t skip the cut-scenes or dialogue this time round would be hyperbole. However, stepping into this review I paid closer attention to the narrative threads. ![]() I can say I’ve 100% The Ascent but I couldn’t necessarily tell you what it’s about. The Ascent is filled with so much jargon, I personally glazed over the context of killing and instead just killed. I’m usually well immersed in world building and storytelling, but Miles was right. Miles touched on a lot of points that I also felt when playing the main game. If you haven’t or need a refresher on Finger Guns’ take on the game, here’s a link to Miles’ review. As you’re reading this review I’ll assume you’ve played The Ascent. ![]()
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