The first offspring to try

The tried and true of The First Descendant, a third-person looter shooter with RPG mechanics, powered by Unreal Engine 5.

A hundred years ago there was a series of unfortunate events that brought humanity to the brink of extinction. The Vulgus entered our dimension, began to sow death and destruction, and agreed that humans are better off than hamsters as laboratory animals. Since things weren’t dramatic enough, the Behemoths also showed up and started wreaking havoc on whatever was left. It seems there were at least three other alien races ready to eliminate us in the most creative way in the universe, but faced with the competition, they changed their goal. Despite everything, the people survived and gathered in Albion, an enchanting place where, between a cocktail and a potato chip, they began to organize resistance in view of the final battle. They were joined by some repentant Vulgus endowed with amazing technical abilities called Magisters who gave our species access to very advanced technologies. They formed the Descendants, a group of chosen warriors with exceptional abilities, direct heirs to the Ancestors, legendary figures who seem able to take down Freddy Hardest without cheats.

Guess who is responsible for saving everyone? To find out, we have tried The First Descendanta cooperative third-person looter shooter with RPG elements developed by Nexon with theUnreal engine 5. Let’s try to understand its potential.

The heroes

The first heroes of The First Descendant

The first heroes of The First Descendant

To try out The First Descendant beta, the development team gave us an access code for a character of the highest level, the fortieth, and who was already well equipped: therefore we had very powerful weapons and a remarkable armor . It is right to specify this, since some considerations that I am sure you will read depend on the particular conditions in which we had access to the game. By the way, the descendant (as playable heroes are called) we played with is Divided, a fighter who favors hand-to-hand combat, essentially an assassin equipped with a hyper-technological mechanical body. His abilities are all related to melee combat. For example, he can turn invisible to perform powerful attacks, has electric swords that deal massive amounts of damage, can fire shocks that stun enemies, and knives that hit multiple targets at once (all visible and in range when the ability is used. ) .

Of course you can also use the normal ones weapons which can be found on the battlefield or bought from vendors in the hub area, the first where the heroes gather and decide what to do, whether to go on a mission alone or cooperate with someone, but not before They’ve shopped in what appears to be a large futuristic mall.

As you might have guessed from Sharen’s description, The First Descendant is a game based on heroes, meaning it allows you to choose one of ten (actually 9+1, considering Lepic’s variant) heavily imprinted characters, each with unique abilities and a personal story. In that sense, don’t expect the diversity of an Overwatch, because here the developers have taken a somewhat more uniform approach stylistically. In fact, when you look at them all together, the heroes look like a group of models, they look so flawless and unified. We’ll see if there will be more customization options in the final version. But now let’s stop the chatter and start playing.

Shoot, collect loot, shoot

You shoot a lot in the game

You shoot a lot in the game

With reference to playing style The first descendant appears as a fairly traditional title. As already mentioned, in the hub area you can manage all the general aspects of our character and make the necessary purchases. So you can choose a mission and go on adventures alone or in company. The first area that can be visited did not cause us any major problems. As a high-level character with legendary weapons, we melted enemies like fire with butter. Regarding gunfights, Nexon’s title certainly offers some interesting elements, but they will have to be checked in the final version of the game. Sharen’s personality didn’t shine as much, mainly because we didn’t see the need to use her as a killer since the imbalance of power on the field (in our favour) was obvious. We tested his skills, but in general it seemed to us that, at least under the given conditions, he pays much more for a direct approach than for playing well. Things weren’t much different in the following areas, despite a few more difficulties. Finally, the game structure seems specifically designed to chain the gunfights together rather than give the player the space to explore or meditate.

A story also follows

A story also follows

As soon as we entered the area, we took one mission. Then the classic ads appeared on the map (read satellite navigation icons) telling us exactly where to go and what to do. In general, the objectives are fairly consistent: reach Area A and kill everyone; then move to area B and kill everyone; defend area C and kill everyone. There’s also just “kill them all” if we want, but those are details. It’s as if the game invites us to change arenas from time to time, presenting us with enemies of increasing strength and variations on the theme such as the aggression of waves of increasing strength or the capture of a specific object.

THE enemies They’re very weak at first, the classic cannon fodder that comes down without putting up much resistance and without trying who knows what defensive or attacking tactics. Some seem to actively seek cover to avoid succumbing immediately, but nothing more. Armored creatures keep popping up to drive out from behind shields that may or may not follow behind them, adding some shot variety and combat tactics, but nothing you haven’t seen elsewhere. Larger and very evil beasts that look like the classic spherical sponges are also slowly being introduced. However, once all the enemies have been killed, you can finally collect the loot, mainly weapons, ammo and resources that can be spent in the hub area, and then move on to the next shooting.

The characters are all models

The characters are all models

To speed up the pace of the game, let’s think of the classic grappling hook, which offers good mobility and allows you to make the most of the composition of the maps, which become highways on which you can walk from side to side. At certain times you almost want to stop fighting and reach the most remote places with the grappling hook. It’s a shame it doesn’t make any sense in terms of gameplay. Anyway, running around and shooting anything that moves is rewarding in the short term, but it remains to be seen how satisfying it can be in the long run. It’s true that looter shooter enthusiasts easily get caught up in character progression, because at heart they really crave to feel alive as DPS numbers increase and damage taken decreases, so increasing the duration of the game more one will be a matter of loot management and balance in microtransactions as well as variety of missions or narrative refinements.

Technology and the past mingle in the imagination of the game

Technology and the past mingle in the imagination of the game

From a technical point of view, we avoid making judgments about The First Descendant since we only tried it in beta. The use of Unreal Engine 5 is impressive and the impression is that of one of the best MMOs out there, at least from a visual point of view graphic. However, what we experienced was still largely incomplete and preliminary, so it cannot be properly assessed. We’ll know how to say it again.

The First Descendant seems to be the classic online looter shooter, only technologically above average thanks to the Unreal Engine 5. For the rest, it seems to offer solid mechanics in terms of the combat system, but also a remarkable repetition of the missions , all of which follow each other in a similar way. In short, it’s the classic game focused on collecting loot and powering up your characters. Whether it succeeds or not will depend a lot on the amount of content available at launch and the monetization system. We’ll know how to say it again.

COLLATERAL

  • Very solid shooter mechanics
  • Technically, it looks better than most similar titles

DOUBT

  • The missions seem a bit repetitive


#offspring

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