Ravenswatch - Year One Edition
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I went into Ravenswatch expecting a Hades-lite with fairy tale skins. What I got was something that sits closer to a cooperative raid game with a roguelite skeleton, and that distinction matters a lot before you spend the money. Passtech Games - the studio behind Curse of the Dead Gods - built a top-down action roguelite around nine deeply differentiated heroes drawn from folklore and legend. Little Red Riding Hood (Scarlet) shapeshifts into a werewolf when night falls on the map. The Pied Piper commands rat swarms. Beowulf tanks with a shield. Medusa plays in ways that reportedly take real time to click, but feel glorious once they do. Sun Wukong and Aladdin round out a roster where no two characters share a basic loop. That variety alone gives the game serious replay mileage. The core structure is built around a ticking in-run clock. Each run spans four days and nights, and the clock ticks down whether you are fighting or not. You collect Dream Shards to spend at the Sandman's shop, hit objectives across fog-of-war maps, level up by choosing from four main ability slots - Defense, Special, Power, and Trait - and then face a world boss before the time expires. The pressure is constant and deliberate. Routing your squad efficiently, deciding which objectives are worth the detour, and knowing when to back off a hard encounter rather than burn your shared Raven Feather lives - these decisions carry real weight, and the game is better for it. The bosses are the headline act. They mirror MMO raid encounters: wide arena-based attacks, large health pools, patterns that reward memorization and punish tunnel vision. They are hard and fair in equal measure. The flipside is that the base game ships with a small number of main bosses, and community feedback flags that one of them recycles mechanics from the others - a genuine disappointment when each boss fight represents the payoff of a 30-to-40-minute run. Secondary objectives also draw some repetition complaints. Neither issue breaks the loop, but both are worth knowing before you hit the later stages and start expecting fresh surprises. Solo is possible but noticeably punishing. Multiple reviewers and community players flag that the difficulty curve tilts toward co-op, with elite enemies and bosses scaling in ways that feel unforgiving when you are absorbing all the pressure alone. If you have two or three friends who are in, that friction flips into the game's biggest selling point - cooperative routing, synergy hunting between hero kits, and the shared chaos of watching a werewolf and a rat swarm converge on the same boss. The cel-shaded visual style is sharp, the animation work is detailed, and post-launch the team has kept adding free content: the Songs of Thieves update introduced a new enemy faction, Mirror Rooms for duplicating Magical Objects, and Cursed Rooms for extra challenge. Passtech is still tending this game, which counts for something. The weak spots are real - thin narrative payoff, some empty-feeling map stretches, limited boss count at 1.0 - but the combat precision, hero variety, and cooperative tension carry Ravenswatch well past its rough edges. If your roguelite backlog is already deep, solo players might want to wait for a discount. If you have a regular group and you liked either Hades or Curse of the Dead Gods, this is a strong weekend buy.
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- Desarrolladora
- Nacon
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- Unknown
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- Por anunciar