Homeland: Lay to Rest
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5.00
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Homeland: Lay to Rest is a short third person action-adventure game about a monk disciple who fights corrupted guardians with a chakram–a thrown, homing, circular blade–to redeem their overrun childhood home. Journey through the remains of The Disciple’s lost underground home and relive painful and joyful memories alike as you fight to purge the source of the corruption.
- Thrilling Combat: Fight through hordes of corrupted golems with your fists and trusty chakram. Jump into slow motion, lock on to enemies, and release your chakram to break them down. Dodge away from their fierce attacks as you perfect your combat flow.
- Dynamic Traversal: Using the chakram as a mythic grappling hook, pull yourself over endless chasms, through vast and crumbling city remains, and into the heart of the corruption. Fling yourself to vantage points that unveil hidden areas and paths.
- Environmental Storytelling: Uncover the secrets of the monk’s homeland, and find out exactly what happened to corrupt the caves through the ghosts that linger in the darkness. Check out every nook and cranny of the large frozen caves, and learn about this lost–but not forgotten–culture.
- Beautiful Visuals and Soundtrack: With a distinct artistic style, take in the majesty of the homeland’s caves and abandoned buildings while listening to atmospheric, dynamic, and immersive music.
This game was developed as a student project at DigiPen Institute of Technology and was created for educational purposes only. Please check out our publisher page for more information.
Steam User 0
Interesting, even if unfortunately the melee range is basically zero
Steam User 0
I lay myself from my own task of reviewing for about a month, and as such I attempted to second screen the first playthrough; no good. No more Mr. Keyboard Loudspeaker; grab the X-Bone and put some headphones on because this mix? This mix is so, so medium. If you know anything about salsa as you do music, mediums are a delicious but undervalued class of flavor. As for this, I'm especially partial to the pause menu's nostalgic ambient industrial current. Overall, it lends a unique neutrality and flow to what would otherwise be a straightforward boomerang simulation course.
The game is fledged and flying, fully satisfying with a controller for Nerve beater boomerang bouncing gameplay, but the Land is a cave. The earliest sections perhaps feel a bit distinct, but as a whole it's very difficult to tell a lot of areas apart from each other, much less construct an environmental narrative around them, and the ghost narrative/hint system doesn't feel taken nearly as far as it could have been, though I suppose the beauty of a Land game is that I just may not have been looking hard enough for something worth looking.
Putting aside the duodevintrilogy with the pointy green hat which was replicated well enough, the particulars of combat which draw inspiration from other beaters should run some re-evaluation. That is to say, the balance between depleting health or breaking stamina ultimately feels like a negligible system. Sekiro is heavily skewed in the opposite direction, but the diversity of enemies and combat options can still sometimes make depleting health more viable. Now, retrieving that green dork for a moment, keep in mind the fluidity of "ghost vision" was only able to be introduced to Twilight Princess with the mighty power of the Wii-U gamepad 10 years later, and yet commendably you've conquered this summit of design on the first try.
Homeland: Lay to Rest gets a B for Bullet Time, Inverse Climb.