HomeReviewsRaw Metal review: a brawler that thinks it's a stealth game

Raw Metal review: a brawler that thinks it's a stealth game

At first look, this shadow-hopping top-downer appears to be like like a nostalgic stealth sport designed to evoke the boxy subterranean environments of the primary Steel Gear Stable. However actually it’s a robust single-player combating sport with stealth bits hooked up. It’s nearer in design to kung-fu brawler Sifu than it’s to any of Stable Snake’s varied mischiefs. And whereas this mash-up of influences intrigues me, it might probably additionally really feel like a layer cake of awkwardly clashing flavours. Like that very fairly however questionable cake, Uncooked Steel feels somewhat underbaked.

You’re a sneaky particular person infiltrating a sci-fi mine. Who, what, when, and why are usually not necessary questions (Uncooked Steel would not have a lot in the way in which of story motivation – however extra on that later). Solely the “how” is important right here. In time-honoured stealth custom, sticking to shadows retains you from enemies’ sights. Crouch-walking will maintain you quiet. Cameras will slowly swivel from one aspect of a room to a different. And tip-toeing straight behind enemies will grant you a sneak assault.

Picture credit score: gamerjive Shotgun/Group Crucible

The catch right here is that sneak assaults don’t outright kill your goal. This isn’t a sport of silent neck-snapping. As an alternative, dealing a stealth blow to unsuspecting enemies will halve their well being for the next battle. Any enemy who catches you off-guard, against this, would require a heavier beating to defeat. The general purpose is to semi-sneakily beef your manner via flooring after flooring of those enemies, descending deeper into the mine through the identical elevator. Get off at flooring -1, beat some guys up, seize a keycard, head again to the elevator, head to flooring -2. And so forth.

The brawls themselves really feel scrappy, claustrophobic, the digital camera coming proper down alongside you in a Yakuza-esque method (typically too shut for consolation, your individual physique or that of enemies making it arduous to know what’s occurring). It’s generally arduous to evaluate spacing and footing, particularly should you’re hapless sufficient to impress three enemies without delay (one thing you shortly be taught to keep away from). This isn’t the sort of sport wherein enemies “take turns” launching assaults at you. Their baton strikes or taser shocks come every time they rattling nicely please. In consequence the dodging and parrying doesn’t all the time really feel dependable. Making an attempt to single one enemy out and prioritise them will be troublesome.

You biff with a bevy of sunshine punches, heavy punches, mild kicks and heavy kicks. A easy combo will launch your foe into air and a follow-up heavy assault whereas they’re airborne will ship them flying throughout the fight house like a sack of dried beans. In the event that they splat up towards a wall you get much more probabilities to ship further ache to their shocked noggin. It feels very combating game-y, the wallsplats and juggling harking back to arcade fighters or 3D ragers like For Honor. Whether or not this flavour of fight pairs nicely with the stealthy aromas of Stable Snake sneakery will come all the way down to your individual palate. (Myself? I like fish and chips rather a lot. I like ice cream rather a lot. I do not need to eat them collectively.)

A top-down view while exploring the mines in Raw Metal.

Picture credit score: gamerjive Shotgun/Group Crucible

Your fragile physique makes even seemingly simple fights troublesome. Our hero can solely abdomen a number of strikes earlier than being knocked out chilly. You do regain all of your well being routinely after every battle (a subtly clever determination I typically recognize in video games). However regardless of this mercy, loss of life comes quick, and when restarts contain getting kicked proper again to the sport’s foremost menu, to begin once more from the primary flooring, it might probably make small missteps irritating.

This may both be a supply of grouchiness, or a ravishing pink flag to Sifu-likers. For me, it is the previous. Punishing fights can be simpler to abdomen if it all the time felt doable to keep away from them – one thing the Steel Gear overtures appear to recommend. However that is misleading. A sneaking-only method would not really feel really viable. Working away when found just isn’t sensible, for instance (you simply find yourself attracting extra consideration). And hard bosses are necessary. It turns into painfully clear that mastering the fight is a obligatory a part of the sport, and I am not gelling with it. The parry window is slim, the battle house is cramped, the digital camera typically compromises the brawl. And that is earlier than you even get to the spongey bosses who barely flinch at lots of your strikes.

In different stealth video games, there are alternatives and approaches to direct battle every time it breaks out, such that getting caught typically elicits a nervous chuckle. You possibly can run, disguise, throw a punch or two then scarper, dive into water, into vents, into cardboard bins, escape to rooftops, kick down a stack of fruit out there to gradual pursuers, the checklist goes on. Right here, the stealth components are, deliberately or in any other case, secondary to the fight. Enemies run as quick as you do and nook you shortly. Whereas getting caught just isn’t an insta-fail, it’s an insta-boxing match you might be anticipated to play out.

A Raw Metal character escapes an explosion.

Picture credit score: gamerjive Shotgun/Group Crucible

In different phrases, I discovered it arduous to determine what this sport really wished to be. Whereas it is high-quality at tutorialising particular person options (your gear, your assaults) it’s not nice at explaining its philosophy and its total design concepts. For instance, it’s not a roguelike, however it generally appears to be like like one. You possibly can return to the floor at any time utilizing the elevator, and you’ll type of “financial institution” gadgets for later runs. However at no level does the sport inform you that is a part of the entire shebang. It is solely via a affected person technique of repeating the identical early flooring repeatedly that you just perceive what it needs from you as a participant.

That repetitiveness is not helped by the sameiness of the degrees themselves, that are principally a conglomeration of boxy rooms with out clear objective other than breaking line of sight. The flooring have the identical structure each time (no procedural era right here), which suggests that is extra a matter of in search of mastery over a recognized house, of studying optimum routes and greatest practices. At instances it weirdly jogged my memory extra of Hotline Miami than Steel Gear Stable. It has nothing of the identical urgency and danger, however as in Hotline Miami, it turns into a sport of discovering an ideal order wherein to dispatch guards.

There are devices to assist out with this: a noisemaker to distract enemies, a concussion grenade to knock them again briefly, a taser to disable cameras, an electromagnet to freeze foes in place. However essentially the most imaginative of those is a “tear” grenade that warps guards to a different random room. It feels deliciously smug to eject an enemy from an already crowded battle, night the percentages.

However that is the one gadget that I felt excited to make use of. In terms of the crunch, the taser, electromagnet, and concussion grenade all kind of carry out the identical function – all of them get you a short second of respite in marginally alternative ways. That lack of pleasure extends to the wearable gear with bonuses. You would possibly discover gloves that improve the impact of concussion grenades. Helmets that negligibly improve your probability of discovering sure gadgets. However once more, I by no means felt like all of those modified the way in which I approached a run in any vital manner.

Raw Metal's gear selection menu.

Picture credit score: gamerjive Shotgun/Group Crucible

A stylish yellow banner that says

A stylish yellow banner that says

Picture credit score: gamerjive Shotgun/Group Crucible

One factor the sport has in spades is fashion. From the grim industrial color scheme to the Persona-like menus, it may be a really swish-looking factor. The combating animations are punchy in additional methods than the plain. Every remaining knockout of a brawl comes accompanied by a jazzy silhouette of your character donking your opponent one remaining time as they ragdoll via the air, an enormous phrase splashed towards the background. “NICE” the sport yells, textually. “SICK,” it proclaims. And, maybe with a figuring out wink to the trade as a complete: “VISCERAL.”

However for all that fashion, I felt a scarcity of motivation. You descend additional and additional into these futuristic mines. However… why? Narratively talking, there’s chatter. Boss monologues to listen to and audio diaries to search out. And though this develops barely, there isn’t any early hook to maintain me shifting. Sifu had a primary revenge plot driving you from the opening moments. Uncooked Steel? There are… dangerous guys doing dangerous issues?

And I return to that comparability with Sifu knowingly. As a result of as cool and white-knuckle as Sifu was, I ended up placing that apart lengthy earlier than I reached its conclusion. And it is the identical with Uncooked Steel. I haven’t got the endurance to battle via one other three flooring, die to a boss, then repeat that course of. I do know there are extra punitive pugilists who completely may have that endurance and drive. However like a sure bandana-wearing himbo, I would somewhat disguise than hit.

On the one hand, Uncooked Steel is confounding for any individual like me with sure expectations for the style (one among my favorite components of the stealth style – that of pursuit, disguise and search – is drastically nullified) however it’s additionally clear that the designers have performed with the founding ideas of their influences sufficient to make one thing distinct. As a mash-up of inspirations, I respect the nerve and work required to bind collectively beforehand unpaired ideas, even when does find yourself being a uncooked fusion of concepts that does not fairly dangle collectively.


This evaluate was based mostly on a evaluate construct of the sport supplied by builders Group Crucible.

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