

Scout can see main level elevators (the complete lack of mention of the branching paths system and how terminal quests tie into that are another complaint of this review) and has a stealth active. Marine has passive heal on level start and an active that heals and buffs. “we get to choose between classes like Marine or Scout, with only slight differences in abilities”Įven from the start, the three classes have very different abilities from each other. I’d be curious to know the reviewer’s playtime prior to writing many of these inaccuracies could probably be chalked up to the preconceptions of a newer player. I usually don’t comment on reviews but there are significant complaints in this one that are factually untrue. Though, again, it also seems to somehow end up contributing to the overall feeling that Jupiter Hell is a bit generic and bland. The soundtrack is all chugging hard rock and metal, perfect for the Doom atmosphere. There’s also no way to change it in real-time. I’d comment more on textures and enemies’ design, but zooming in any closer than the default results in losing sight of most enemies. Thus, it all ends up looking a bit bland with its repetitive depiction of enemies and bases. Though with such a zoomed-out view, it’s almost impossible to make out the finer details. The weird thing is that even during long sessions, he seems to barely say anything. Speaking of that, at the start, the player must decide how much profanity will our character say.

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Unless one is really a fan of ID Software or of foul-mouthed protagonists taken directly from the 90s. After a few hours of playing, Jupiter Hell gets completely repetitive. The times I have died, with quite a powerful character, were either because I walked into a group of 4-5 enemies without a decent cover, or a long corridor with no way of backtracking. Upon dying, the game gives you a typical roguelike recount of what happened. There doesn’t seem to be any more working strategies, other than that. The combat mostly involves walking around, waiting for the enemies to show up, running back to cover, and gunning them down. It doesn’t feel as carefree as classics such as Take No Prisoners, but at the same time it cannot be played like an X-Com. This unfortunately leads to some problems in balancing the two different souls: the rip-and-tear with the strategic planning. The game wants to feel and play like Doom, while still being entirely developed from the ground up as an ASCII roguelike. As such, they can’t be employed in any strategic way. Although the player can destroy them by shooting, this will just summon more enemies. The cover system works fine, but using doors for this is quite cumbersome. While there is some variety, the choices are still quite limited.Įnemies constantly move around the level and are alerted by sound, soon coming to hunt down the player wherever they are. That’s when the player’s asked to decide whether to make a character who’ll rely more on some weapon or a higher armor class. The RPG elements come into play mostly when levelling up. The dead enemies left me plenty of stuff laying around.
