PositronX reviews

Translated by
Microsoft from French
Product received for free early access review a few days ago I came across the early-access arrival of an atypical shooter as he opted for a progression based on rogue-like. This is PositronX developed by the Romanian Studio Scorpius game which is therefore available since April 27th in early-access and I propose you to discover my first impressions on this shooter which is rather sympathetic. PositronX takes place in a universe inspired by science fiction, but do not expect to find any history, Scorpius games does not hide it and the slogan of the title gives the tone "play. die. repeat". So the essence of the adventure will be to progress in rather restricted rooms by killing all the enemies that will be found there with the help of a weapon arsenal that grows as we progress as well as new passive and active capabilities to help you in your hard work. The first part begins with a point weapon, an active capacity ("weakness" that temporarily weakens an enemy) and an implant (confers passive capacity). The game also wants to be old school to some extent, basic your life gauge not recharge itself even if a certain passive will allow it to recharge itself. Ditto for ammunition, because if some enemies drop, some rooms contain some items that will provide you (same for health). Once the last enemy of a piece eliminated, it drops more rewards than others and in General, implants will be given to you: these can improve your passive attributes (higher speed of movement...) but also active abilities ( slow time...). Just like changing parts that will give you the choice of choosing to get a new weapon, improving your equipped weapons or getting you to get or improve your passive attributes. PositronX offers a rather simple to understand game experience that finds its limits fast enough. At the moment, there is a lot of work to do so that PositronX does not become excellent. First of all, the combat system lacks fishing, Scorpius game claims to be inspired by fast-FPS, but this does not feel in the gameplay where the movements are slow and not always very intuitive. The AI of the enemies lacks variety because they all tend to rush to the player in a straight line once they have spotted it. It's pretty frustrating at the beginning of the game to get caught hunting by a whole room that is street on the player in Indian file. As it is, PositronX still remains playable since there is not really any dubious bug. The game turning on the Unreal engine 4 offers a satisfactory rendering, even if the artistic direction will not appeal to everyone. At the beginning of early-access, it seems obvious that Scorpius games must mainly work balancing the game to have a smoother and more interesting experience. The question of content is also important, but Scorpius games already intends to bring variation in the style of the different rooms that it will be possible to explore, in the diversity of enemies too. In short, PositronX is a game still draft that take off or will remain only in the State of Chrysalis, it all depends on how Scorpius games follows his game. https://www.youtube.com/watch?v=u7RWy7sgkis
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