Now in Early Access, you can only play “Forgive My Father” as a priest with a gun, but the finished game should also allow you to choose to play the role of a reporter. Its most direct and fascinating paintings are eye-catching aesthetics-the fusion of 2D and 3D art with hand-drawn comic style characters and foreground assets makes people shine, especially when they are soaked in bloody tentacles.
Like most Lovecraft-style stories, everything happened in the coastal areas of New England in the early 20th century, where the fishery economy was developed. Scattered notes paint a humiliating picture of the town of Pestisville, where you wake up in an old house. It quickly gets to the point. Hands, see guns (the default weapon is a knife, but I have almost never used it). The more things you kill and the more alcohol you drink, the more your crazy scale will fill up and unlock practical skills such as crowd control and healthy regeneration.
There is a strange plague-like torture, an ancient cult, a dark mayor, and hordes of monsters, ready to eat your face unless you kill them first. Even if you are not an experienced FPS jockey, everything is very intuitive and direct-point, shoot and dodge, picking up ammunition and health along the way. Interactive objects have a “story” label-book pages, photos, newspaper clippings and other fragments of world building materials. I hope that during the early access period, it will be replaced by more subtle things. In FPS, I move with very fast clips, and if everything is clearly marked as a “story”, it is difficult to tell what I need to prioritize.
In this regard, it is difficult to clearly understand where to forgive my father: should I go to Providence or the hospital? Will there be an obvious side mission to hunt down the beasts in Pestisville? Only time will give the answer.
A series of pop culture mentions what is wobbly on the edge of Too Much, depending on how immersive you like your menstrual dressing. This is a tribute to the carbon-frozen Han Solo, it’s cute, a funny Stephen King/notorious mashup portrait, and a nod to the Shining, but on top of the jokes of the Joker and Indiana Jones, they start to scatter The narrative of the entire “ancient gods descending”. (It feels more appropriate to include what seems to be a TARDIS).
What really makes “Forgive My Father” shine is the manga style art-different line thicknesses and intimate hand-painted feelings add vitality to the outdoor environment and make them jump off the screen. The cemetery layer and the original woodland behind it are very beautiful, especially shrouded in fine mist, and the brick wall garden maze layer is very beautiful. Even simple areas like multi-storey factories will be enhanced by atmospheric lighting and detailed textures. The creature design is very interesting-the Fat Fish mob (the pinstripe makes everything look alive), the cleaner of the tentacles and the cool mob spawning temple known as the martyrs have a real Bugsy Siegel old-fashioned mob atmosphere.
However, this operation may require some fine-tuning. Jumping feels very weak and requires a better sense of weight. It is unclear whether the developer will add more platform elements to better understand some secrets (reward items such as armor and ammunition). I like shotguns. You can upgrade them to a spray gun with tentacles. It has a nice juicy feel. The headshots are also a bit inconsistent-sometimes things die immediately, and then sometimes after headshots on ordinary monsters, I still need to shoot a few more times to get the job done.
There is an interesting, sweaty little glove part on the shelter floor. The “Gate of Hell” is approaching you. I really hope it can be subtly divided into longer parts. The skill tree is still under development and is a very standard combination of weapon upgrades (including grenade launcher options, of course) and skill upgrades (such as more powerful lights). The mechanism of light is simple, but it is psychologically effective, forcing you to choose between lighting and weapons in dark corners, which can bring terrible results.
I should also mention that forgiving my father is not easy. Many times, due to pure biological density, I was unable to effectively use my crowd control abilities, and was eventually deleted by the tentacle monster. The mob hits hard, but by repeating the part, you will eventually understand their spawn points and solve them.
In general, “Forgive My Father” seems to be a good place for early-access games that have just been released: every new level is a visual enjoyment, and the supernatural carnage is extremely gratifying. As a story-centric player, I can’t help wondering what will happen to Pestisville and our hapless priest. Forgive my father that it may need more polish to reach the goal, but it’s worth the wait so far.