Extinction
The fantasy of slicing off a 150-foot ogre's head never gets old in concept, but Extinction burns through its one good idea in about an hour and keeps asking you to repeat it for five more.
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About Extinction
My first impression of Extinction was genuine excitement. Iron Galaxy built its reputation on fighting games and ports, and the pitch here, playing a hyper-mobile sentinel named Avil who parkours up colossal Ravenii and decapitates them mid-air, reads like a passion project with a real vision. That vision lands, briefly. The movement system is the game's strongest asset: an air dash that functions more like a short glide, a grappling hook, and the ability to chain dashes off trees give Avil a kinetic personality that feels legitimately satisfying when it clicks. Iron Galaxy's fighting-game DNA also shows up in the auto-combo system, which flows into launchers with some style. For the first hour or so, zipping around like a cartoon action hero while a skyscraper-tall orc tries to swat you off its back is exactly as fun as it sounds. The problem is that first hour is basically the whole game. The core loop never evolves in any meaningful way. You arrive in a procedurally arranged map, fight smaller Jackal enemies to build your Rune Energy meter, send civilians through portals to safety, and eventually perform a Rune Strike, which in practice means chopping off limbs until the Ravenii collapses, climbing its back, and decapitating it. That is the mission. Every mission. The Ravenii do get progressively tougher armor, including padlocks on their limbs that require multiple hits to break, but even that escalation just stretches the same interaction over more minutes rather than introducing anything new. After chapter one, you have seen everything Extinction has to show you. The side modes, including daily challenges, a score-attack extinction mode, and a skirmish mode where you set up custom battlegrounds for leaderboard competition, exist on paper as replay hooks. In practice they are the same kill-and-rescue loop with a timer or score counter attached. There is a thin skill upgrade system, but the improvements, slightly faster portal interactions, marginally higher jumps, are too incremental to feel like progress. The campaign itself clocks in at roughly four to five hours, which would be acceptable for a tight arcade game if the loop held up, but it exhausts its welcome well before the credits roll. Beyond repetition, the game has genuine technical frustrations. The camera works against you during Ravenii climbs, often refusing to track the head you need to target for the Rune Strike. Controls on the Ravenii can be unpredictable: Avil will slide off a limb or get shunted into spiked armor and die instantly through no fault of your own. The story, delivered mostly through flat dialogue boxes between missions, sets up an interesting enough world where the Sentinels have a morally complicated history with the Ravenii, but drops almost all of that thread within a few chapters and never picks it back up. Voice acting and character designs across the board reinforce the sense that the budget ran out before the content did. There is a kernel of a genuinely fun arcade game buried in Extinction. The locomotion is good. The scale of the Ravenii fights has real spectacle, and that slow-motion Rune Strike landing on a giant's neck does not stop feeling catchy visually. But a kernel is not a game, and at a Metacritic of 51 and 30 percent positive Steam reviews, the consensus is hard to argue with. This one is strictly for players who want a short, scenery-chewing giant-slaying fix and know exactly what they are signing up for. Alex, Scout Team
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Game Info
- Developer
- Iron Galaxy Studios
- Publisher
- Modus Games
- Release Date
- Apr 9, 2018
