Compara los precios de The Mummy Demastered en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por WayForward. Publicado por WayForward. Lanzado el 24/10/2017. Disponible en PC, Xbox. Géneros: Action, Adventure. Puntuación Metacritic: 78/100.

WayForward quietly built one of the better Metroidvanias of 2017 out of a Tom Cruise movie nobody liked. Don't let the license fool you.

My first instinct when I loaded up The Mummy Demastered was suspicion. A licensed tie-in to a critically panned blockbuster, made fast, sold cheap? That combination has a long and ugly history. But WayForward has form here, and about ten minutes in that suspicion started evaporating. This is a confident, 16-bit-styled Metroidvania that almost completely ignores the film it's attached to and just gets on with being a good game. You play as a nameless Prodigium agent dropped into a nonlinear map that sprawls across tombs, foggy London streets, sewers, subway tunnels, and more, all rendered in sharp pixel art that genuinely earns its retro aesthetic. The core loop is classic: explore, find a weapon or ability, use it to crack open a previously blocked path, repeat. Movement upgrades like ceiling-grab, sprint, and high-jump gate new areas in proper Metroid fashion. The arsenal builds from a basic infinite-ammo machine gun into a solid selection of situational tools, including a shotgun, flamethrower, assault rifle, cluster rocket launcher, harpoon, and several grenade types, though you can only carry two secondary weapons plus one explosive at a time, so there is loadout thinking involved. Some enemies actively demand it: shielded knights shrug off the flamethrower but fold to a plasma beam, while underwater sections make the harpoon the obvious call. That layer of matchup awareness gives the combat more texture than a straight run-and-gun. The standout design choice, and also the most divisive one, is what happens when you die. Your fallen agent reanimates as a zombie, armed with everything you were carrying. A fresh recruit spawns at the last save point, and your first job is to hunt down and kill your own undead self to reclaim your gear. The concept is genuinely clever, and in the early-to-mid game it lands well, creating tense recovery runs with real stakes. The problem is that killing your zombie only returns your weapons and half your health, with no ammo restoration. That forces health grinding from enemy drops before you can reasonably retry a boss, and the grind is slow enough to drag the pacing to a halt. It is a mechanic that works beautifully in concept and imperfectly in execution, and it is the main reason the Steam score sits at a mixed 75% rather than something higher. Players who absorb the rhythm of it and play conservatively will be mostly fine. Players who die repeatedly near a boss room will feel the frustration sharply. Outside of that one rough edge, the game moves at a satisfying clip. The maps are compact and well-constructed, so backtracking rarely becomes tedious. There are 50 hidden relics for completionists, multiple endings, and speedrun-friendly structure for those inclined. The synth-heavy soundtrack by Gavin Allen (recording as monomer) sits somewhere between vaporwave and horror atmospherics, which sounds odd but mostly works. Total playtime lands around six to ten hours depending on how much you explore, which feels right for the scope. The map does not mark door types, which creates genuine friction when searching for blocked passages, and the early game is slightly over-tutorialized before opening up properly around the midpoint. Strip away the Mummy branding and what remains is a tightly made 2D action game that holds its own against most original-IP Metroidvanias from the same era. It won't unseat Super Metroid or Hollow Knight in anyone's personal rankings, but it does one thing exceptionally well: it respects the genre's structure while adding a death mechanic original enough to be remembered, even when that mechanic misfires. If the zombie-recovery concept sounds like your kind of punishment, this is a very easy recommendation. Alex, Scout Team

The Mummy Demastered

The Mummy Demastered

24 oct 2017WayForward
GamerScout opina

WayForward quietly built one of the better Metroidvanias of 2017 out of a Tom Cruise movie nobody liked. Don't let the license fool you.

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Acerca de The Mummy Demastered

My first instinct when I loaded up The Mummy Demastered was suspicion. A licensed tie-in to a critically panned blockbuster, made fast, sold cheap? That combination has a long and ugly history. But WayForward has form here, and about ten minutes in that suspicion started evaporating. This is a confident, 16-bit-styled Metroidvania that almost completely ignores the film it's attached to and just gets on with being a good game. You play as a nameless Prodigium agent dropped into a nonlinear map that sprawls across tombs, foggy London streets, sewers, subway tunnels, and more, all rendered in sharp pixel art that genuinely earns its retro aesthetic. The core loop is classic: explore, find a weapon or ability, use it to crack open a previously blocked path, repeat. Movement upgrades like ceiling-grab, sprint, and high-jump gate new areas in proper Metroid fashion. The arsenal builds from a basic infinite-ammo machine gun into a solid selection of situational tools, including a shotgun, flamethrower, assault rifle, cluster rocket launcher, harpoon, and several grenade types, though you can only carry two secondary weapons plus one explosive at a time, so there is loadout thinking involved. Some enemies actively demand it: shielded knights shrug off the flamethrower but fold to a plasma beam, while underwater sections make the harpoon the obvious call. That layer of matchup awareness gives the combat more texture than a straight run-and-gun. The standout design choice, and also the most divisive one, is what happens when you die. Your fallen agent reanimates as a zombie, armed with everything you were carrying. A fresh recruit spawns at the last save point, and your first job is to hunt down and kill your own undead self to reclaim your gear. The concept is genuinely clever, and in the early-to-mid game it lands well, creating tense recovery runs with real stakes. The problem is that killing your zombie only returns your weapons and half your health, with no ammo restoration. That forces health grinding from enemy drops before you can reasonably retry a boss, and the grind is slow enough to drag the pacing to a halt. It is a mechanic that works beautifully in concept and imperfectly in execution, and it is the main reason the Steam score sits at a mixed 75% rather than something higher. Players who absorb the rhythm of it and play conservatively will be mostly fine. Players who die repeatedly near a boss room will feel the frustration sharply. Outside of that one rough edge, the game moves at a satisfying clip. The maps are compact and well-constructed, so backtracking rarely becomes tedious. There are 50 hidden relics for completionists, multiple endings, and speedrun-friendly structure for those inclined. The synth-heavy soundtrack by Gavin Allen (recording as monomer) sits somewhere between vaporwave and horror atmospherics, which sounds odd but mostly works. Total playtime lands around six to ten hours depending on how much you explore, which feels right for the scope. The map does not mark door types, which creates genuine friction when searching for blocked passages, and the early game is slightly over-tutorialized before opening up properly around the midpoint. Strip away the Mummy branding and what remains is a tightly made 2D action game that holds its own against most original-IP Metroidvanias from the same era. It won't unseat Super Metroid or Hollow Knight in anyone's personal rankings, but it does one thing exceptionally well: it respects the genre's structure while adding a death mechanic original enough to be remembered, even when that mechanic misfires. If the zombie-recovery concept sounds like your kind of punishment, this is a very easy recommendation.

Alex
Alex · Scout Team

Catch-all

Etiquetas

steamMetroidvaniaRun-and-Gun16-bit Pixel ArtDeath Penalty MechanicNonlinear ExplorationWeapon LoadoutBoss PatternsSpeedrun-FriendlySolo Only

Requisitos del sistema

Mínimos

Processor
Intel Core 2 Quad @2.33 GHz or equivalent
Memory
4 GB RAM
Graphics
NVIDIA GeForce GTS 450 or ATI Radeon HD 5700 Series or higher
DirectX
Version 11
Storage
500 MB available space

Recomendados

Processor
AMD Phenom(TM) II X6 1035T Processor @ 2.6GHz / Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.4GHz or higher
Memory
8 GB RAM
Graphics
AMD Radeon HD 7800 Series / NVIDIA…

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Reseñas y valoraciones

Metacritic
78
Steam
75%(910)

Información del juego

Desarrolladora
WayForward
Distribuidora
WayForward
Fecha de lanzamiento
24 oct 2017

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¿En qué plataformas está disponible The Mummy Demastered?

The Mummy Demastered está disponible en PC, Xbox.

¿Cuándo se lanzó The Mummy Demastered?

The Mummy Demastered se lanzó el 24 de octubre de 2017.

¿Quién desarrolló The Mummy Demastered?

The Mummy Demastered fue desarrollado por WayForward.

¿Merece la pena comprar The Mummy Demastered?

The Mummy Demastered tiene una puntuación Metacritic de 78/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.