Forgive Me Father
X
Forgot password? Recovery Link
New to site? Create an Account
Already have an account? Login
Back to Login
0
5.00
Edit
About This Game
The only one left with full senses, you embark on a journey in search of answers and relief in this FPS game that is created in a distinctive retro horror comic book style and feels as if it came straight out of Lovecraft’s books.
Aware of your madness level which dynamically changes during gameplay and gives you additional power. Choose your active skills depending on your play style and use them to fight against the eternal evil. This Lovecraft-inspired world that is full of hidden and hard to reach areas, and uncover the entire story to solve the mystery of this crazy place.
- Feeling of a classic FPS from the 90sTimelapse animations, opponents and elements of 2D in a 3D environment; first aid kits and life points, non-reloading weapons, powerups during dynamic combat with numerous opponents.
- Custom combat experienceWith scripture in one hand and weapons powered by an unknown substance in the other, the player will face the challenge of maintaining their humanity. It is up to the player to decide how their equipment evolves, and to find ways of defeating hordes of unpredictable opponents.
- Dynamic level of madnessDirectly influencing not only the audio-visual experience, but the gameplay itself, its effect varies depending on the current level of player’s madness.
- The gameplay is presented in a comic book styleHand-drawn graphics designed to maintain a distinctive comic book look, where any screenshot from the game could be a part of a new comic book.
- Mood straight from Lovecraft’s dark novelsAll throughout the game, the player will feel the atmosphere of dread and horror that the works of H.P. Lovecraft are renowned for. Surrounded by the occult and forces of eternal evil, experience the feelings of hopelessness, madness and confusion, and the burning need to find answers and bring back some semblance of reason and sanity to the world.
- Many climatic levels and varied bestiaryA diverse world entirely made by hand, full of interesting enemies ranging from possessed inhabitants to monsters straight out of your worst nightmares.
- Two heroes to choose fromEach with their own, unique development tree. Experience the story from the perspective of either a priest or a journalist.
Steam User 113
Start game
Second line of dialogue: "Forgive me father"
10/10
Steam User 57
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Steam User 31
I'd give this a neutral review if I could. The aesthetic and setting are great. Weapons and enemies are decent. Level design is atrocious. A large amount of the game has narrow corridors and square arenas, similar to Wolfenstein 3D. An intermediate Doom mapper could probably make something several times more engaging. I also felt like I was shooting at cardboard cutouts sometimes. The pros barely outweigh the cons for me. Worth trying on a sale.
Steam User 29
I wish Steam would let us leave "NEUTRAL" reviews.
Some parts of this game are fantastic:
+ the comic book artstyle (reminds me a lot of The Darkness II)
+ the gore atmosphere (especially the ennemies screams), tons of jump scares!
+ Some levels are well designed (particularly the last parts).
This polish studio has obviously put lot of love into this game.
Unfortunately, this game suffers from (too) many issues:
- the shooting is decent but could be improved
- the gameplay get quickly repetitive (it's basically : enter a level, find key A to unlock door A, repeat with key B, repeat with key C)
- the enemy UI is pretty bad
- the difficulty is not well balanced: most of the time the game is pretty easy, then suddenly u face hordes of 10-15 enemies at once, several times. The level bosses are super easy compared.
- Final boss is a joke (worse than Borderlands's final boss)
- one "plateform" part is particularly frustrating
My final verdict:
- worth buying full price: NO
- worth buying on sale: YES (66%-75%)
- would playing again : NO
Steam User 19
This game is quite good, but the closer you get to amazing the more the flaws stand out. So understand I am fully recommending this game even with the complaints I have.
First of all the gameplay is just good. It's another 90's inspired FPS game ala Doom, Quake, Wolfenstein, Duke Nukem 3D. One weird addition however is a leveling and skill system which just feels out of place. It's not a bad system however and it allows for some customization in how you play the game. Overall the gameplay is fun and will scratch that retro boomer shooter itch.
The graphics are the strongest part. It has that same gothic comic book style akin to Darkest Dungeon and is quite fun to see given the variety of areas.Despite the lovecraftian inspiration however the game feels more.. horror themed rather than horror if that makes sense. The difference between something scary, and something just... themed after horror elements. You'll run through vaguely innsmouth inspired town, and from there take a tour of other Lovecraftian areas but it lacks the true atmosphere of something like dark corners of the earth from the 90's.
The one part that kept taking me out of the game however was that the writing felt very... English as a Second Language. Some lines are written in a very clunky manner that feels machine translated, and at least for the journalist the voice acting is not great.
In closing, as I said at the start this game is super fun and I recommend it, I just ended up wishing for more. I hope they can perfect the formula they made here with a potential sequel.
Steam User 18
This is a pretty qualified recommendation, which is because the game isn't that good. It is interesting, though. This game is pretty heavily inspired by Painkiller - a horror themed arena FPS with a leveling system and special powers. It's not Painkiller, though, mostly because of lack of polish. What I like about the game outweighs the stuff I don't, and I'm happy I played it, so I'll start with that:
> The game has a lot of charm. It's got some translation problems, but that sort of enhances things, and gives everything a really nice "b-movie" feeling. Lovecraftian horror (and Lovecraftian boomer shooters) are pretty common, but this game has its own twist on stuff that goes beyond "sleepy new england town with tentacle monsters". This has really carried me through.
> The game also (generally) looks very good. Very distinct levels and zones, and something that I really appreciated, which is that it's happy being a video game with levels, and doesn't necessarily try to make everything realistic, even the "real" environments like a city or a ship. I think this is a big benefit to making it feel otherworldly. I've found myself taking screenshots of vistas and environments that I think are cool, and that will probably be one of the main things that sticks with me.
> The weapons are pretty cool. There are some stinkers (which I'll talk about in the negatives), but core weapons like the shotgun, the energy rifle, and the auto-rifle are all very snappy and fun.
> The spritework on the enemies is very, very good. It's an unique style, and there are many nice touches like funny death animations (the Ghoul dropping its own tombstone makes me smile every time), multiple enemy sprites per enemy type, and animation that fits the visual style well.
> When the game is an arena shooter it's a pretty good one. It's not amazing, but you can tell that encounters were designed with intent, and sometimes they are very, very enjoyable to figure out how to handle an enemy onslaught.
With that being said, I can understand negative reviews. There's a lot of stuff that I've had to put aside as I've played, and honestly it's going to be hard to finish (although I'm probably near the end). These are the negatives that made me almost decide to not review at all:
> The bosses suck. The first one, which is basically the cyberdemon fight from DOOM 2016, is OK, and then as you progress it's a bunch of very bad gimmicks that overstay their welcome. I know FPS bosses are hard to design well, but these are generally some of the worst examples I've played. I've nearly quit twice just because I almost didn't feel like doing what the game clearly intended, but then made very difficult and annoying to achieve.
> Some enemies are... very bad. This reminds me of unpatched Build in terms of putting a bunch of fast projectiles at one end of a square and you at the other and then having you take potshots at the enemies as they rain bullets on you. There's also a mimic character that is used for dumb jumpscares, but mostly just takes off your shield and weakens you for an encounter until you retry and shoot it before it wakes up. Way too many enemies have teleports, meaning you have to track them around the arena, which isn't a challenge, it's just annoying. Altogether this gets extremely tiring, especially as the encounters throw more and more of the bad enemies at you to ramp up difficulty.
> The visual style gets in the way of encounter design, as enemies frequently blend into walls, scenery, shrubbery, etc. I guess this is intentional, but it's not very fun.
> Level design is lacking. The game is mostly a key / switch hunt, which is fine, but there also aren't supports to help you find switches, and sometimes there are too many paths that are both branching but redundant. There's also a few levels I just ran through because of...
> The darkness mechanic is a neat idea, but I hate it. I get trying to set up tension with dark areas where you can't use your weapon in favor of a flashlight, but it's just not very well done. Some levels are entirely dark! Have fun with that. I didn't, I just ran past everything to the exit. In fact...
> In general, whenever you're not shooting, the game is sort of bad. Platforming is bad, puzzles (such as they exist) aren't great, and set-pieces that aren't just finding a key are often very wonky and poorly implemented. I appreciate the effort to mix up gameplay, but whenever you're not moving around an arena at 60 MPH shooting something it's just not great.
> Overall, while you have powers, they don't feel very good. You upgrade them, sure, but the guns are way more fun and effective to use, so all of my upgrade points went there. I kind of suspect that the skill tree is one of the things holding this game back. I know that DOOM '16 and Eternal did it, I know painkiller did it, but I would've had more fun with a more linear upgrade system, or maybe no upgrade system at all.
> Speaking of, some guns are just plain bad until you upgrade, and some guns are bad all the way through. The heavy guns seem to suffer especially. They barely do more damage than an upgraded shotgun you can get by map 3, and are pretty finicky and hard to use (the grenade launcher and the rocket launcher especially). I'd compare this unfavorably to Cultic, where every single gun is useful given a situation, and the upgrade mechanics allow you to tailor them to your playstyle.
This probably seems like a negative review overall, but honestly my general impression is positive, I just wish that the game was better. I still don't regret buying or playing it, however the feeling of missed potential lingers on as I'm nearing the end.
I'd say give it a shot if: you really like the art style, you really like Painkiller, or you are interested in jankier "b-movie" games that aren't necessarily polished. I hope the devs do a follow-up with whatever they've learned from this one, because there does seem to be something here that just needs more iteration and refinement.
Steam User 31
This will seem very negative, but I genuinely liked the game, I just wanted to point out some of what I thought were weaker areas and possible solutions, unfortunately, steam reviews have to be short, so I have to leave some other stuff out, (all the positive stuff).
The game has a few big problems that I hope the second game will fix. These problems include:
1) annoying boss design
2) some upgrade tree unlocks are almost completely out-shined by others
3) almost useless abilities
4) story could use more explicit direction, coherency, and generally better design (the section will have spoilers, I personally don't know how to do the text option that hides it so just avoid the last section if you care)
1) For the boss design, a lot of the bosses are big enemies (except for one which I liked its gimmick that is found at the end of chapter 4) and all of them will have an increasingly larger health pool. This normally wouldn't be a problem but almost all of the bosses have attacks or events that require you to look away from the boss (except for chapter 4's, that one is great imo), this is shown the worst in the last boss where in order to look at him, you must look up at around a 45 degree angle, but all of his attacks are only telegraphed on the floor with no HUD indicators to show if your are currently in danger. This means you must look away from the boss to dodge his attacks, but the other problem is how quickly the boss will attack you. In terms of difficulty, it's not bad if you were notified better of where these attacks were landing and how to dodge them. This is also coupled with some extremely fast animations that are supposed to telegraph some attacks. This was the main problem with the Ugly Fish boss (hopefully the name is right, it was the 3rd chapter's boss) where it switched between attacks too quickly for you to pay attention to it, the slimes, and the sinking platforms.
2) On my second play-through, I noticed that the skill tree upgrades that let your weapons fire faster were almost always better which is true for
- the pistol (the pistol one is deceptive since the one that fires slower states that it doubles your fire rate)
- the machine gun (although the one that makes it switch to energy is really good too),
- the burst to the full auto gun (the explosive one is not that great since you find other explosive weapons down the line that will mostly be better than this one)
- The plasma rifle (only is better due to the gigantic blast radius of the other option almost always killing you if you're not really far away, to help with that though it has a homing effect but can often miss)
- the harpoon gun is almost always worse than other options, except for one level, in which it is the only weapon you can use.
- the shotgun is great but only for burst damage at close range, it has roughly the same dps as other options and doesn't penetrate enemies
3) The abilities are all almost useless, which include (in order of obtaining them):
(Priest) a healing ability (very useful, but only really tops you off, the best use is to save charges until you are low and believe there are not many hp pickups nearby)
(Reporter) a sword ability that gives damage negation while active and heals on hit (I found it to be way worse than the priest's heal, if you chose specific gun upgrades the damage is not nearly as good and can often end up with you taking more damage than you heal on harder difficulties, also completely useless on most bosses since you can't get close enough or take too much damage)
(Priest) an ability that stuns enemies in front of you (almost always useless, you can kill the enemies faster than it take for you to activate the ability and go back to shooting, the upside is that it can hit multiple enemies, and would be viable if it didn't stop you from shooting, best used to get away from certain enemies)
(Reporter) an ability that stuns enemies all around you (only better than the priest's because it is better suited for panic situations other than the same problems exist)
(priest) invincibility for a short duration (The best ability, you cannot take any damage and allows you to use all the explosive weapons to clear huge crowds late game without concern (I recommend using the worm/slime explosive upgrade on the plasma/electric gun with this, has the most damage and largest area making most of its downsides go away also lets you easily kill late game bosses as you can ignore all of their attacks )
(Reporter) damage enemies close to you (not very useful, might be good in panic situations but is not able to fully kill tanky enemies, the camera is better for this, the range is very short, even at max rank it is not worth running into all the enemies to use it since you will most likely die on harder difficulties)
(Priest) unlimited ammo for a short duration (it was useful once in my game, I ran out of ammo on a certain weapon on a boss, the problem is that the duration is not very long and it does almost nothing since there is an abundance of ammo drops in the game)
(Reporter) slow time (almost as good as priest's 3rd ability, can still be hit, makes hitting fast enemies easier, certainly a good ability, just watch out for the activation time as it's not instant)
5) The story is very forgettable; in my first play-through, when I got to the hospital, the character yelled out the name of your cousin (or uncle, I forget) and I had no idea who that was. They have some cutscenes that give you an idea of what is going on and most of the story found in gameplay is very cryptic. This didn't stop me from guessing the ending when I first heard one of the enemy variants scream "I've been hit" or "Medic" when shot, it would have hidden the ending better if these voices were incoherent since you are supposed to be "the only one with their wits about them" or having them be distorted as the enemy themself can still speak but their body has morphed to make it difficult. The ending is also easy to guess without that since you really are just killing everything you see. Also as a side-note: I hate the female voice, I feel like it doesn't fit, it would be better if they weren't cocky but were actually somewhat fearful or distressed at all, this is in part due to writing and the actual voice itself giving off that tone consistently, I feel it just doesn't fit the setting at all. Back to my point, especially later in the game, it seems like there are random environments, which would work if they went the route of "you can't trust your perception" but for what happens I feel as if the settings should have avoided such obviously outlandish things like (not in actual order) going to the city, to the snowy area, to the advanced lab, to the jungle/swamp-like area, underwater area, to weird space-like area. It should have stayed as a slow corruption, a more insidious change in setting rather than completely changing it at almost every level once you get so far in. This would make the ending (where you're a crazy person) an option, but not the only option, having the idea that the eldritch horrors might be real should be kept up until the end of the game/story which it tried to do, but failed due to the extreme difference in setting from level to level and one enemy's ability to speak perfectly who shows up very often. If the setting changed a lot slower and they added a more fleshy, visceral Filter to their speech then I wouldn't have and probably many others have been able to guess the ending so soon.
Again, I actually liked the game, and noticing that they are working on another game, I wanted to put this out on the off chance that they might see this and take some of the things I mentioned into consideration in the next one.