HomeReviewsGame ReviewsForgive Me Father Review: A shooter that merges Doom and Lovecraft

Forgive Me Father Review: A shooter that merges Doom and Lovecraft

Published on

- Advertisement -

A Doom-clone that tries in every way to merge Lovecraft with the FPS of the 90s and that tries to be vintage but ends up being just old

 

Anyone who has lived long enough to get their hands on Doom, a real milestone in the video game created by John Romero and John Carmack, knows very well that before the First Person Shooter were called that way they were often labeled as Doom-clone. The genre has evolved over the years, undergoing a series of profound evolutions before reaching the present day and capitalizing on its enormous popularity in the era of Call of Duty and Battlefield. In the last two or three years, however, a strange anomaly has arisen in the market: the world of independent video games has begun to look to the past rather than to the future, in a sense renouncing thirty years of history of the medium to go and recover the suggestions of the early years of first-person shooters.

The Doom-clone has returned in a certain sense to being a genre (or, better, a sub-genre) and has turned into a market trend that is difficult to ignore. Forgive Me father, developed by Byte Barrel, fits into this genre of antique shooter and builds on the foundations set up by old shooters like Doom, Heretic and Hexen. In the mix he also throws a very declared inspiration from the writings of HP Lovecraft and an almost cartoonish aesthetic in a desperate attempt to get noticed in some way, but the final result proved largely disappointing.

Forgive me father, I lacked inspiration

What made Doom a timeless masterpiece? Basically three things: the level design, the frenetic gameplay and the extreme satisfaction of being able to crush any enemy in front of you. Forgive Me Father intends to be a slightly modernized clone of Doom but it lacks two fundamental points due to a level design with a fluctuating but medium-low quality and a gameplay that is too raw.

Forgive Me Father tells the story of a priest (or alternatively a journalist) who enters the small fictitious town of Pestisville attracted by the requests for help from the locals and by the rumors about a strange evil that seems to have turned all the inhabitants into monsters. deformed. A stripped down narrative premise, as it should be in such a title, which projects the player into an urban hell that seems to come from the pen of a fervent Lovecraft admirer and in which the only thing to do is shoot wildly at any bestiality that stands in our way. To tell the truth, the gist of the speech is all here: Forgive Me Father is a splatter-colored FPS which tries to be in all respects a video game of the past, starting from the graphic choices that include 2D sprites that are oriented in such a way as to always face the protagonist head-on and that move within 3D environments.

Everything is then seasoned as already said by a cartoonish aesthetic with acid and hyper-saturated colors who never seeks self-censorship but rather enjoys the delirium of blood and guts smashed on the walls left after each shooting. And if we were to limit ourselves to aesthetics, we could say that it is a non-innovative product but all in all successful. The fact is that it is the Forgive Me Father gameplay that highlights the many flaws of the operation. The shooting is rough and raw at the right point, but it is inserted in a truly uninspired context that includes levels that are always either too long or too short, and which include slightly more open areas within them where you can face the hordes of enemies. that are practically thrown up on the screen as much as I can.

Level design is often hasty, with a bad management of secret areas and whose exploration still revolves around the discovery of the phantom three colored keys capable of opening otherwise insuperable locks. The fact is that often the feeling is that of being trapped inside long linear corridors with very few surprises and that do not reward exploration.

Added to this is the rather annoying tendency of having enemies spawn behind the player without warning or reports of any kind, and this leads to more than a few unjustified and also very frustrating deaths in the long run. It is true, the titles taken as a reference point were certainly not immune to this problem, but it is no coincidence that the genre has evolved over the years leading certain game design tricks to disappear, and the fact of having ignored this type of improvement. of quality of life in order to pass for vintage is rather tiring and anachronistic (however deliberately, let it be clear) and will make even the most experienced players turn up their noses.

Yet another mention to Lovecraft

If it is true, as we said at the beginning, that market trends exist because they intercept a specific interest of the public, it is also true that they often end up running out too quickly. In this case, however, we are not talking about the retro-shooter ambitions of Forgive Me Father, how much more about his choice of wanting to be yet another title inspired by the literature of HP Lovecraft in a panorama that is overly saturated with citations to Lovecraft.

The cursed writer from Providence has been and still is a reference point for many modern and contemporary works, but it is also true that pop culture took possession of his imagination a long time ago and never stopped plundering his creations for bend them to your will. The result is that for every Bloodborne launched on the market there are hundreds of titles that flirt with the Lovecraftian mythos in a predictable and sometimes even sterile way. Forgive Me Father falls into this second category thanks to screaming quotes that, however much they may undoubtedly like, are all too fine in themselves. Among crazed fishmen, deformed citizens and sprawling cosmic horrors, Forgive Me Father stages the greatest clichés deriving from the imagination of the creator of Cthulhu, Yog-Sothoth and Nyarlathotep, and unfortunately does so with very little elegance and awareness. Once you have reached the end of about ten hours of play and slaughtered a few thousand deformed monstrosities, the feeling is that of finding yourself in front of a video game that would like to be vintage but that most of the time just looks old.

It is a pity, because in its most adrenaline and grand Guignolesque moments Forgive Me Father can be fun and rewardingbut most of the time it ends up stumbling on a rather shaky rhythm management due mainly to the very poor management of the savepoints (which are fixed and not free) which forces you to replay very long sections of the map in case you were to die by mistake.

There are some good ideas like the skill tree that opens the game to a very light RPG grain and that allows you to increase the power of the individual weapons, the skills of the characters or even the number of ammunition that can be transported, but it is a detail that ends up getting lost in the flatness of the rest.

Forgive Me Father it is not a disaster, it is simply a game born out of time who ends up being penalized by his obstinacy in wanting to play a cover of a genre that is not dead just because it has been able to evolve over time, deliberately ignoring those that were development and game design trends that have gone towards extinction for very good reasons. precise. Maybe next time it will be better.

- Advertisement -

Latest articles

“Dangerous friendships”: the new period drama that will arrive in Latin America

Period dramas are never enough and Dangerous friendships demonstrates this with its...

The best card games for Android phones

Android has a large number of games, you can easily find any genre, so...

Samsung believes that folding smartphones will be the new standard in 2025

Will they become foldable smartphones a consolidated sector in the industry? Roh Tae-moon,...

Ford introduced electric car charging station for disabled users

Unlike service stations, where fueling is usually assisted, charging stations for electric cars work...

More like this