A true UFO of its kind, the latest addition from Behavior Interactive (Dead by daylight) updates the formula proposed by Powerful quest for epic loot in his days. If the surface works well in its mechanics, it is clear that we cannot help but see an obvious redundancy that pricked the tip of the nose after the first few hours Meet your maker. Let’s walk dead as alive around the owner!
Glory to the Chimera
spread the word Meet your maker is not a game that shines through its scenario. It’s simple, there just aren’t any and it doesn’t matter! The whole interest of the title lies in its gameplay. So we quickly find ourselves in a more or less near post-apocalyptic future. Reanimated by some kind of fetal symbiote, called the chimera, our goal is to plunder the MatGen reserves of other players’ camps in order to improve this organism and possibly save humanity. It should be seen as more of an excuse to justify the gameplay loop than a real goal to be achieved. In addition, this idea of the end of the world is very present visually, but also very quickly forgotten as soon as you enter the game.The only “people” you will encounter will be those already in your control center. She is the beautiful humanity!
We’ll start after that a quick learning curve on the two main aspects of the game: looting your opponent’s bases or perfecting your own to sabotage enemy attempts. The first option is divided into three sections classified by difficulty. There is a chain system in place where after a certain number of looted outposts you will unlock a higher level mission. In both cases we recover resources that allow us to unlock more traps, skills, weapons or base size to become more deadly. We quickly pick up the pace and everything works well.
The creativity of the players at the service of the gameplay
The main strength of the game’s gameplay lies in the space occupied by the players and their constructions. Any bases you try to loot are the brainchild of one of them. The community aspect feels good as certain bases compete for ingenuity from the very beginning of the adventure. Gameplay settles down quickly, looking around corners to make sure if there’s a well-placed trap or not. One of the cool mechanics is the ability to hide traps and enemies so they only activate on the way out. A very effective way to force the looter to adapt at any moment. This is the essence of Meet your maker. please us to stay constantly lookingbut also us reward for our efforts. At the end of each plunder, you will be invited to write down the design of your opponent’s base. Although the possibilities of the first bases are quite limited, it is quite possible to create a fun and challenging course for players.
A panel limited for now
If we get to the loop proposed by the game very quickly, we cannot ignore it the feeling of “making it happen” that occurs very early. In fact, the panel of enemies, traps, and mechanics quickly shows its limitations. Even if the constructions are different from one base to another, we respect the same approach each time, advancing with measured steps. A feeling enhanced by the lack of restrictions for the player. They have virtually no timer or limited number of loot attempts. There is a sense of omnipotence and tied to a single goal – stealing the MatGen – the pattern does not move from base to base. The fun we could feel from the first parts smooths out a lot once we start thinking about investing more. I have I enjoyed the building my base more than the looting part
The foundations are there
Meet your maker is a bold and innovative game that captivates players with the ingenuity of enemy bases and its game loop. However, for the game to shine brightly over time, it’s vital that the developers expand the spectrum of enemies, traps, and mechanics while offering dazzling seasonal events and sharp challenges. Being in a very particular niche with few competitors, it has all the cards to become a nugget in its genre with regular follow-up.
I appreciated:
- The post-apocalyptic style
- The level editor
- The creative freedom given to players
- The mobility of travel
- The presence of a VF
I liked least:
- The lack of depth
- The sound environment is almost non-existent
test conditions
TV details | 1080p | Game provided by the publisher | Oui | |
console | Xbox Series S | Time spent in game | 11:00 a.m | |
difficulty level | Classic | game over | Oui |
accessibility criteria
visual impairment | hard of hearing | |
✘ High contrast (target reticle) | ✘ Subtitles with mood hints | |
✔ Font color size | ✔ Identification of the person speaking | |
✔ Tag enemies | ✔ Customizable font | |
✘ Customizable user interface | ✔ Customizable font color | |
✘ Customizable mini-map color | ✔ Alternative alarm options (vibration, flash…) | |
✔ Option for color blindness | ✘ Ambient noise reported (presence notification) | |
✘ Text to speech option | ||
✘ Game slowdown |
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