||How well the game mechanics work (player controls, game action, interface, etc.)
||The quality of the art, or the quality/speed of the drawing routines
||How much you personally like the game, regardless of other attributes
|Sound / Music
||The quality of the sound effects and/or music composition
|Story / Presentation
||The main creative ideas in the game and how well they're executed
|Overall MobyScore (1 vote)
MobyRanks are listed below. You can read here
for more information about MobyRank.
I can forgive the horrible controls because so much attention was given to the story, the graphics and even the gaming experience. Still, if this title was ported over to a console it could be a mega hit since the controls would be "forced" into being better (I would hope). This is a thinking person's adventure who really feels like getting enveloped into a title.
On one hand, the developers deserve some credit for even getting their game out to the public since developing a game, especially one as ambitious as Etrom, is by no means an easy task. At the same time, a majority of the issues facing the game are easily worked out and have been done better, so there are plenty of examples to work from. In the end, Etrom: The Astral Essence is probably best skipped.
In short, this game needs to be taken back home by its ear and given a good spanking. It has potential, but it was not ready to be released by a long shot, and much more attention to stability, camera work, and a myriad of other details needs to be given. Bad Game. Go to your room.
Overall, I was exceptionally disappointed in Etrom. I wanted so desperately to love this game, as it seemed to have all the makings of a rich, rewarding play experience. (Post-apocalyptic dystopian future?? Sign me up!!) However, the ocean of poor design ideas slays all of the potential before it can even begin. I could forgive PM Studios if their only shortcoming was a failure to live up to their ambition, but in this game, they've tallied up a lengthy list of flaws that reads off like a spreadsheet of what not to do when coding a game: poor camera controls, no keyboard re-map functionality, lack of avatar variety, low-grade graphics, insufficient level variance, repetitious enemies, even more repetitious sewer crawls, no AI at all, and poor overall pacing on a general scale.
Ich kann mir gut vorstellen, wie sich die Designer zusammengesetzt und diskutiert haben, wie man ein neues Action-Rollenspiel entwickelt, ohne Diablo
zu kopieren. Na, das ist ihnen durch und durch gelungen: Nur eine Heldenklasse, wirres Geklicke statt taktischer Kämpfe, langweilige Waffen und Gegenstände und die ausbleibende Langzeitmotivation katapultieren Etrom mit Vollgas in die Spielspaß-Hölle. Diablo wird sich freuen.
Un univers séduisant sur le papier. Malheureusement, il y a de fortes chances que vous soyez tôt ou tard happé par la monotonie et la mollesse du titre ; la faute à une réalisation technique de piètre qualité.
It's hard to believe that any developer could so thoroughly mishandle something as formulaic and done to death as an action RPG, but P.M. Studios manages to accomplish this momentous task with Etrom. Gloriously dumb sci-fi story or not, you'll get more enjoyment out of placing this game disc underneath your beverage of choice than you will by placing it in your DVD drive.