I have played ARPGs where that was the case before - such as Dungeon Siege III and Pagan Online - and it didn’t bother me too much then, but something about Gatewalkers makes it feel much more awkward.Īnd I don’t really see a reason why it needs to be this way. ![]() Unlike most isometric games, this game has you move with the keyboard keys rather than the mouse. My biggest frustration is that the controls are very awkward. In the alpha I played, the game was in a very rough state. The bad news is right now that potential seems a long way from being realized. It’s clear that Gatewalkers has a lot of potential. The ability to have two weapons equipped at a time and switch between them as needed would vastly increase the build potential and make combat a lot more dynamic. Something I didn’t see in the alpha that I would like to have is a weapon swap option. The same debuff also rooted enemies in place, allowing me to keep them at a safe distance. My starting weapon, the force staff, applied a debuff with each cooldown ability that my basic attacks could then consume for bonus damage. You don’t get many skills per weapon, but each seems to have its own unique gimmick to keep things interesting. It provides a lot of choice and power to the player, as well as interesting rewards that aren’t just increased stats. It is possible to just keep crafting more powerful versions of your starting weapon, though, so you don’t have to change playstyles if you’re happy where you are. Each recipe grants an item that could potentially alter or reinvent your build, and the higher you go down each path of the tree, the more new weapons (and therefore playstyles) you unlock. ![]() Instead of traditional leveling, your “skill tree” is used only to unlock new crafting recipes. Under other circumstances this system might earn some suspicion from me, but because everything in this game comes from crafting and crafting items mostly seem to come from predictable sources, your build isn’t beholden to the whims of RNGesus. Most skills are granted by your weapon, but I also got a dash skill from my boots, and a heal skill from my belt. In lieu of rigid classes, your abilities in Gatewalkers are determined by your equipped gear. The progression mechanics, for instance, are quite interesting. Playing the alpha, I could see the bones of a really good game, too. Yes, cinematics aren’t gameplay, but it’s a nice signal that the developers care about the game as more than just a product. It’s got a lot of personality and sets the tone of the game well. ![]() The game also got off to a strong start for me as it opens with a fairly impressive cutscene using a colorful cartoon style. It’s also focused on co-op play rather than open PvP like so many other survival titles, and it pairs all this with the controls and gameplay of a Diablo-style ARPG, which is always a win for me. By traveling through the gate to dangerous but bountiful alien worlds, you can gather resources needed to save your home. In Gatewalkers, you take the role of someone living in a dying world, but with one last hope: a mysterious portal that for legal reasons definitely isn’t a Stargate. It’s got a story, a reason to care about what you’re doing It’s a survival game, but it’s about more than just subsistence. It’s the sort of game I’m really hungry for right now. Off the bat I want to say that I really appreciate what Gatewalkers is trying to do. This is how I discovered Gatewalkers, an upcoming game combining survival and ARPG mechanics in a science fantasy setting. Recently, Gatewalkers ran an open alpha event, and I got to check out how it plays at this early stage. ![]() After years of hilariously wrong recommendations, something seems to have clicked with Facebook’s algorithms lately to make it finally start showing me relevant ads.
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