The Ascent
Looks great. Sounds great. Plays...good. It did crash once on me on the Xbox One S, but played fine for the most part, minus the usual concessions you have to make playing on last gen. I'm sure a few patches will clean it up. Anyways, my only complaints are with some design choices. I think "Twin Stick Shooters" need the KISS(keep it simple stupid) rule to really get the most out of them. This game flirts with some ideas that needlessly complicates things. Mainly the "cover" system, that does not feel natural at all, but given the amount of bullets flying at you in any given encounter, is a necessity to utilize. It adds a bit of strategy to encounters, but isn't ideal for such a frantic game. This game plays best when you're just strafing and jumping around while shooting in all directions, but the nature of the game requires you to take a more methodical approach, and it clashes with its TSS roots. It's not the easiest thing in the world to slow down, and hunker down behind some cover, when bullets are flying everywhere and the enemies are coming at you in all directions. It works(as well as the high/low shooting mechanic), but it just doesn't feel good. I'd much prefer a system where you can see the projectiles, and react accordingly with movement. I appreciate the effort to change things up a bit, but I'd prefer a simpler approach.
It's also a little too wide open for it's own good. For example, the game may give you a side mission that is recommended for Lvl 2 characters, but it leads you down a path that has you taking on enemies that are lvl 10, so you can't get to the mission area until you're leveled up. There's very little direction in how it guides you down the most optimal path for your level. This also extends to general exploration. The levels are wide open, so you may see a path that looks like something you could explore, and then get greeted with a one shot death by enemies that are way out of your league, with nothing warning you beforehand. It's got some trial and error, and my advice would be to stick to the main missions for the first little bit, rather than grind through the side missions to level up for the main missions, which is the most optimal path for these types of games.
Other than those complaints, it's pretty fun, and should feel familiar to anyone accustomed to these types of games. It's more "Dead Nation" than "Diablo", in that it requires more skill rather than gear optimization, but it blends it together really well for the most part. It's got some noticeable scabs in the overall design, but no deal breakers. One thing for sure is that the art and sound design is immaculate, and a pretty good(but flawed) game accompanies it
I'd give it a 7/10 right now, but that could go higher or lower depending on how it flows from here on out.