u/Stumbleine44

Moonscars has great art design ... but that's not enough

Moonscars has great art design ... but that's not enough

Is exceptional art design enough to carry a game? That’s the question I asked myself over and over again while playing through Moonscars, an incredibly pretty 2d soulslike that is wonderful to look at but unfortunately doesn’t have much going on under the hood.

You are Grey Irma, part of a group of warrior simulacra called the pristine. This group was created by the Sculptor to help stop a rampaging army of clay automatons gone mad. Now, I did try to follow the story – promise! – but whereas games like Dark Souls and Blasphemous manage to walk a fine line between discovery and mystery, I never fully understood quite what was going on, even after ten hours of cryptic dialogue referencing vessels, kilns, moulding, and moon priestesses. But hey, at least there’s a cat that follows you through the game and who you can give milk to, so that’s pretty cool.

The different levels are undeniably beautiful. Moonscars uses a limited colour palate of reds, blacks, and greys, though somehow this works in its favour, creating a deliciously gothic atmosphere that never got old even as I neared the endgame. The gameplay is a more standard affair, with your typical parry and dodge. There’s no choice of class, armour, or weapon, the only thing you have any say over is your sub-weapon, and even there the harpoon is so much stronger than all the others I never really saw a reason to change it. Furthermore, you don’t really level up in the game, at least not in a traditional sense. Health and ichor are upgraded by finding power-ups in the world, and your hard-earned bone powder used to unlock new powerful spells (called witchery) and amulets, much like in Hollow Knight.

What’s strange is that some of these amulets are ridiculously overpowered, including the “Statue” amulet that lowers your movement speed but massively raises defence. This trade-off carried me through most of the game, You see, in Moonscars, both your spells and healing charges are governed by an ichor bar, and this fills up as you damage and parry enemies, meaning that as long as I was dealing out more damage than I was receiving, I was never in any trouble as I always had enough ichor to heal. Add in a couple more amulets that give you ichor when you get hit and when you parry, and you’ll become pretty much invincible.

There are two novel things Moonscars tries to do, neither of which really work. The first is a “Moonhunger” system that increases the difficulty of the game when you die. The second is the introduction of doppelgangers that spawn when you activate certain mirrors (Moonscars’s bonfire equivalent) and steal your temporary buffs and subweapon. I always found these mechanics to be more of a chore than anything else, especially towards the end of the game when your doppelganger copies your enormous health pool but is still fairly dumb, leading to a drawn-out battle of attrition.

The parry system is pretty much useless during exploration as you’ll often be attacked by five or six enemies at the same time, and from both sides (or three sides if you count the flying nuisances), leaving me to rely on the aforementioned harpoon that traverses the entire screen, and tanking damage knowing I could heal afterwards. The boss battles were way more fun, one-on-one slugfests with a good variety of mechanics, including the use of mirrors that tied everything together thematically rather well.

As the final credits rolled, however, I was still asking myself the same question. Is the art design enough to carry the game? And I think, unfortunately, the answer is no. I liked Moonscars enough to play all the way through to the end, but the story was too opaque to keep me interested, and the combat too lacklustre to elicit that pulse-pounding sensation all good soulslikes should create.

Unless you are an unabashed pixel-art 2d soulsvania aficionado I wouldn’t recommend Moonscars, and I’ll be placing it just below Steelrising on the D-Tier. 

youtu.be
u/Stumbleine44 — 2 days ago
▲ 286 r/BloodbornePC+1 crossposts

I’ve always considered Bloodborne to be an amazing soulslike, although I wholeheartedly agree that the original PS4 release was not without its problems, including a stuttering framerate and egregious boss runbacks that could be frustrating.

The emulation scene has been trying for years to get the game working smoothly on PC, and I’m happy to say that in 2026 they’ve not only finally done it, but also added a host of visual and quality-of-life improvements that have turned an already great game into a full-blown masterpiece and one of the best soulslikes ever made.

Now let me start by reassuring the technophobes : getting Bloodborne up and running on PC took me all of fifteen minutes following a simple video the link to which you can find in the description of my youtube video review. You can push the resolution up to 4K, but I opted for 1440p which allowed for a silky smooth 60fps and lightning-fast load times, even during the hectic boss encounters.

I also installed two mods, the first to get the right button prompts for my xbox controller (heresy, I know), and the second that places Elden Ring-style respawn points (ironically called Marika lamps) before every major boss to eliminate those annoying runbacks. Of course, purists can disable all mods entirely, but after losing minutes of your life getting back to Shadows of Yharnam or Logarius several times in a row, you’ll be wishing you hadn’t.

And just like that, I was back in Yharnam again, although now it looked even crisper and more beautiful than before, from the incredible gothic structures stretching up to reach the blood-tinged sky, to the hordes of moaning, beast-like creatures cavorting through the dimly lit side streets to tear my face off.

The setting is the first thing that sets Bloodborne apart from Fromsoft’s other dark fantasy games, and its various lovecraft-inspired locales are stunning to behold, from the aforementioned Yharnam to its forests, churches, sewers, and obligatory fishing village. It’s also a living, breathing place that evolves over time, especially after a game changing event that happens about halfway through, transforming an already bleak environment into a horrific cthulian nightmare.

The level design is arguably fromsoft’s best, cramming shortcuts and hidden paths into every available space. The individual levels are smaller in size than a traditional dark souls game, but spread outwards vertically as well as horizontally, taking you up vertiginous towers and down into underground passages, all that invariably loop back on one another or spiral off into new areas. You’ll never quite get lost, but you’ll almost always be presented with a myriad of different paths to take.

Bloodborne also has far more optional areas than any of the other games, and the ways to get to some of these are so obtuse I doubt most players will find them on their first playthrough. Hemlock Grove, for example, is easy enough to find if players decide to take a left in front of the cathedral gates, but both the Hypogean gaol and the Lecture Hall require you to be seemingly killed by some of the game’s enemies, which is not easy to work out.

The second pillar in any good souslike is the combat, and fromsoft have once again hit it out of the park here by taking the combat of Dark Souls, making it twice as fast, and adding a cool firearm-based parry system that would go on to inspire the excellent Sekiro. They also introduced a great new mechanic where any health lost can be regained by damaging an enemy which, much like Sekiro’s posture meter, forces you to be constantly on the offensive if you want to keep your health topped up.

The icing on this delicious combat cake are the trick weapons, another wonderful idea that I’m surprised hasn’t been imitated in other games. Every single weapon has two different forms that can be switched with the press of a button, allowing you to adapt to different situations. The Hunter’s Axe, for example, can change between a short, chopping blade and a wide, sweeping halberd, whereas Ludwig’s Holy Blade transforms from a stabbing longsword to a massive two-handed greatsword. I’m a strength-build aficionado so I stuck with both of these weapons for most of my playthrough, alternating styles depending on whether I was facing fast or slow enemies. It’s useful, it’s fun, and you look like a bad-ass while doing it.

And boy-oh-boy will you need to use every trick in the book to beat this game. I remembered Bloodborne being hard when I played it way back in 2015, but I’d forgotten just how hard it can get. Enemies can take off a third of your health in a single hit. Crowds of infested creatures stun lock you so you can’t heal. You’ll get pushed off cliffs, stuck in corners, and grabbed by disgusting monstrosities that will suck your brains right out of your skull. I’d also forgotten the lamps that serve as bonfires are more sparsely placed than in other souls games, leading to up to fifteen or twenty minutes at a time without being able to bank my lovely blood echoes.

This difficulty extends to the bosses, a mix of massive beasts and agile humanoids that will give you a run for your money. Luckily, I always found them to be hard but fair (save, perhaps for the Orphan of Kos), with well-telegraphed attacks I could eventually work out and punish with a dodge or parry. Maria (one of the DLC bosses), and the first of the two final bosses, were the two standouts for me, up there with some of the very best of what Fromsoft has to offer.

I think Sekiro is overall slightly more difficult, only because there is not way to mitigate that difficulty, whereas in Bloodborne, like most Fromsoft games, you have various ways to make things easier. If you’re playing on PS4 or PS5, you can summon other players to help you out, for example, although on PC multiplayer is not yet available so you’re currently stuck with the game’s built-in NPCs. The other option are Chalice Dungeons; massive, multi-level labyrinths accessed from the hub area using specific items gained from killing bosses. These dungeons can be tough but provide a treasure-trove of blood echoes, items, and even unique bosses not found in the base game so are well worth exploring.

There are many other minor systems to explain, such as insight, visceral attacks, support weapons, the covenant system, weapon upgrading, and runes that offer you passive buffs, but this review is already getting long so I’ll eschew diving too deep to focus instead on the last thing that makes Bloodborne great: the lore.

All my favourite games, from Mass Effect to Bioshock to Lies of P, have one thing in common: excellent worldbuilding. I love it when developers don’t just create an environment to play through, but go the extra mile to fully flesh out its people, places, and history. Bloodborne is no exception, drawing from interesting themes like addiction, religious oppression, and human transcendence to create a coherent whole.  

As for the story, well, as always, the path to hell is paved with good intentions, starting with the discovery of a curative substance known as Old Blood. This was used both by the Church and the Scholars for its healing and evolutive properties, until, as you can imagine, an undiscovered side effect began turning people into beasts. You are a Hunter, sent to Yharnam to end the plague and, cryptically “escape the dream.”

It's the perfect set-up, imbued with just the right amount of information and dangling threads waiting to be explored, and by the end of the fifty or so hours it will take you to awaken from the nightmare you’ll discover just how bad things have become.

FromSoft could have just churned out another Dark Souls game after the success of the first two, but instead they took a chance, risking it all on something faster, more aggressive, and steeped in gothic horror. And now, after ten years and close to 8 million copies sold, we can unequivocally say they were successful.

Any and every souls fan owes it to themselves to play this game. With the recently closed studio Bluepoint revealing that FromSoft are not interested in a remaster or remake, the only way you can experience this masterpiece is on PS4, PS5, or PC, and I would definitely recommend the latter, with it’s higher resolution, perfect framerate, faster load-times, and game-changing mods elevating Bloodborne to even greater heights.

As for me, it’s not quite my favourite FromSoft game, but it’s close, ending up just below Sekiro on the S-Tier.

u/Stumbleine44 — 9 days ago

Darksiders 3 was incredibly divisive when it was first released, partly due to Gunfire Game’s decision to shift from the fast-paced action combat that defined the two previous entries to a slower, more methodical approach complete with dodge rolls and stamina management. And while the shift from action RPG to soulslike is mostly successful, it doesn’t quite manage to fully commit to the genre, leaving it a bit stranded between the two.

The Darksiders franchise has always been big, loud, and colourful thanks to Joe Madureira’s signature style, and I honestly think it holds up really well eight years later, thanks in part to a simple, cartoony look that works in its favour. Characters are fun and expressive, enemies move and animate well, and some of the environments, while small and not very detailed, are brimming with a bright shades of red, purple, and green that make them pop. A special mention for the underwater sections which I felt were a joy to swim through.

I was less impressed with the story, which never gets beyond a simple checklist of killing the Seven Deadly Sins, although I wasn’t quite expecting the last minute twist that led to a cool final boss fight I won’t spoil here. The banter between Fury and her Watcher companion was unforgivably cringe-worthy, somewhere between a Saturday morning cartoon and a Marvel movie, making me groan aloud whenever I realised it was time for another long, unskippable exchange between the two.

The combat is fun, but takes some time to get used to. There’s no way to cancel animations, and no i-frames whilst attacking, so when you commit to a combo, you have to wait and let it play out even if another enemy starts wailing on you in the process. This means you have to be careful and methodical whilst attacking, as early on in the game you’re weaker than a pre-serum Captain America and a single blow can tear off a third of your health. This works fine for the most part, but becomes more problematic during the larger combat arenas, especially when the finicky camera occasionally hides enemies from sight completely … until they appear from nowhere and smack you in the face.

You can’t block either, so the only way to avoid damage it to dodge. One you get the timing down this can be really satisfying to pull off as not only does it lead to a cool slowdown effect, but it also buffs your next attack and allows you to hit back with a massive counter.

It’s a shame then, that everything around the combat is so poorly developed. Fury only had a single main weapon - her whip - and can choose between one of four sub-weapons. That’s it. There are four pieces of armour that are near-identical, with nothing but their elemental bonuses differentiating them. And there are just three different stats to level up, although only two of them really matter : health and vitality. The only saving grace were the gems I could slot into each weapon to give me passive and active bonuses, the most useful of which by far was the health leech which, once upgraded, allowed me to brute force my way through the more tricky encounters.

I should mention there are some light metroidvania elements as you can use the four traversal mechanics you unlock to return to previously explored areas, although I never really felt myself compelled to, especially after I had levelled up my favourite gem, weapon, and sub-weapon to their maximum levels.

Most of the bosses were cool, if a bit on the easy side, although I think I would have preferred a bit more variety, as six of the seven deadly sins are the same size as Fury, leading to fights that are far less epic than they should be. God of War this most definitely is not. The one exception is an incredibly annoying encounter with Gluttony, who has two phases, an unblockable swipe that covers three-quarters of the arena, an insta-kill grab, and a terribly boring underwater phase with another insta-kill attack. I probably died more to that quivering mound of blubber to the rest of the sins combined.

At the risk of repeating what I’ve already said in other reviews, the problem with Darksiders 3 is not that it’s a bad game, just that it feels like an unfinished one, failing to provide enough interesting mechanics, customisation, and level design to live up to its lofty ambitions as a soulslike. What remains is a serviceable, yet unremarkable game that I’ll be placing just above Kena: Bridge of Spirits on the C-Tier.

u/Stumbleine44 — 16 days ago