LET IT DIE is a free-to-play hack and slash game developed by Grasshopper Manufacture and published by GungHo Online Entertainment for the PlayStation 4.
As you would expect from Grasshopper, with games like Lollipop Chainsaw and No More Heroes, this is a game that isn’t shy with gore and has humor that’s mostly directed at itself. You are a person in an arcade playing a game given to you by “Uncle Death,” a skateboarding grim reaper character, which is LET IT DIE. It a weird idea but the cast of characters are interesting, so make sure to talk to those in the arcade once in a while by logging out of the LET IT DIE game. As for the actual LET IT DIE game, it’s unrefined beyond words, which isn’t to say it’s bad, but it needs to be worked on in the upcoming months.
My biggest hang-up is the combat and its general lack of responsiveness. This game attempts Souls combat by having enemies that, even at low levels, can kill you if you’re not careful. They do this primarily by stun-locking. Stun-locking is a danger in all hack and slash games, but in most of these games, especially in the Souls ones, you can dodge after taking a beating as punishment; however, because of the unresponsiveness of the game, dodging is sluggish and that makes the combat more challenging. This isn’t because enemy AI is amazing or because I’m incredibly unskilled, but because the game cheaply cripples you. It’s actually better to run towards the AI, let it start its attack animation, then run behind it and stun-lock them. This is helped by the fact that movement speed for both you and the enemy is fast. This leads to the combat feeling like it’s based more on manipulating the AI than actually being skilled in combat.
Stamina is another issue with me. Even if it wasn’t better to just manipulate the AI, dodging uses a lot of stamina, your base stamina is ridiculously low, and it only improves incrementally. It is also difficult to keep track of at times because it’s not a bar, but rather your heart faintly highlighted that speeds up and changes color as you run out of stamina. It’s a cool concept and looks amazing, but it’s not effective in practice. If you do run out, it doesn’t just stop you from dodging or slows you down; no, it literally stops you completely for quite a bit of time. Again, I’m fine with being punished for not playing efficiently, but if you are going to dole out heavy punishments for not managing resources, then make stamina more obvious.
Ranged weapons are cool with firework launchers and steam spraying hot irons, but they are pretty useless due to fast enemies and unresponsive dodging. Aiming isn’t a thing, you just stand in the correct direction and hope it hits. It also takes forever for the shooting animation, so you’re lucky to get 1-2 hits in before hoping the animation finishes in time for you to sluggishly dodge away.
Speaking of ranged combat, throwing item are used through the PS4 touchpad, where you can enter the throwing mode by pressing the right side and flicking up, then you must push a button to throw. However, because you must use that motion to enter the mode that lets you throw, the only time you can safely use thrown item is if the enemy hasn’t seen you. This might not be an issue, but their aggro range is enormous. I’ve even aggroed people from across huge rooms before even seeing them. Additionally, you can also eat anything you throw, since some of them buff you or heal, so you can very easily eat an exploding mushroom while attempting to heal.
Weapon switching is also an issue with combat. It can be extremely sluggish between certain weapons, so if your weapon breaks during combat, which will happen considering how fragile everything is in this game, it takes far too long to use your next weapon. This time allows the enemy to stun-lock you and do massive damage.
Unfortunately, I need to mention the microtransactions. Instead of grinding away and trying not to lose your characters, you can fight with a bit more abandon if you buy the premium currency because this allows you to revive where you died with everything you had. The premium currency is by no means necessary and I never felt like it was shoved in my face; it’s more about quality of life than anything else. If I had one complaint about premium currency is that I feel like you could make the argument that life and item durability are so ephemeral because you can use premium currency to revive and to speed up weapon/armor creation.
What makes all this even more disappointing is that the world is interesting and I want to love it purely for that reason. For example, the hub area has a woman pole dancing who is obsessed with mushroom, she even sells mushroom soup, but I’m not sure what it does or if I want to. To level up, you interact with this floating machine decked out with tentacles and a brain that locks into your spine and pumps the increased stats into you. A similar machine also provides some quality of life by sucking away all your coins and putting them in the bank after returning from the dungeon. You also retrieve your characters from a giant fridge where they lie dormant until you activate them to fight; that’s where Uncle Death hangs out. Surreal is really the only word to describe this universe and it’s charmed me immensely.
Ultimately, if you can make it past the first hour or two with at least one decent character, you’ll start having fun. This will allow you to kill the first boss and then the hub opens up a lot more. This includes blueprints to allow your characters to create armor and weapons to give them more of a fighting chance at the beginning of each dungeon run. Also by then, if a character dies, you can use kill coins to retrieve their corpse so their experience points don’t go to waste.
I give LET IT DIE a rating of 3/5.
It’s free and worth checking out, but because of the clunkiness across the board, it can become rapidly frustrating. However, if you make it past the first boss, quality of life opportunities arise and make things smoother going into the future.
Regardless of my score, this is a game to look out for in the future. If they continue developing it, they’ll iron out the mechanics and the quirky world-building will shine through all the better.
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