There are no quests, just vague Journey markers that work as a series of
tutorial waypoints suggesting what to do when feeling at a loss.
The survival game bandwagon is looking more and more like a plague
cart these days, with the stillborn corpses of quickly forgotten Early
Access titles tumbling to the muddy wayside with every jolt along the
genre's increasingly rutted pathway. But it rumbles dutifully on, some
not-quite-dead-yet deliveries still to be made before the axle
inexorably splinters and the wheels fall off, sloping into decay on some
forsaken hillside.
After the island horror of The Forest, the latest stopover on
survival gaming's painful journey from domineering towards indifference
(and, eventually, no doubt, back again) is the Hyborian Age. Devised way
back in 1932, it's the fictional epoch that services Robert E. Howard's
Conan adventures, making Exiles the first - and, in all likelihood the
last - survival game to be adapted from an established franchise by a
studio that's long been associated with it. It was Funcom of course that
brought us Age of Conan back in 2009, which though not the first
IP-laden game of its kind, was suitably Conan-like in its informal
approach to the design of lady armour.
In line with its persistent predecessor, Conan Exiles continues the
tradition for naked flesh and raw bloody combat, which may be less of a
thing in a genre where avatar nudity and blunt force trauma are
commonplace, but then Funcom always finds a way to play upon the fact
that Conan's world will forever be out of sync with modern
sensibilities. To that end Exiles succeeds in getting our hackles up
thanks to its character creation options, which famously afford the
ability to tweak the pendulousness of a chap's chap or a lady's lumps.
What really bothers me about it however is that you can't change much
else. Aside from basic options for height and muscle tone, that's your
lot. If you were hoping to sport dinner plate alveoli or effect a
scrotum slider that allows you to trawl the sand for edible bugs, you
might want to let your berserker rage kick in about now.
Still, being a survival game that's fresh from Early Access and by
all accounts doing very nicely thank you, it's safe to assume that
Funcom won't be abandoning development on Exiles for quite a while.
Despite player mounts, sorcery and customisable nutsacks being pegged
back for launch, the game has come a long way in a comparatively short
space of time, spending just over a year as a purchasable preview when
other titles have had to endure three or four winters.
If that sounds like an impressive turnaround, some credit must go
to the competition, namely Ark and Rust, the two games that have clearly
informed Funcom the most and to which Exiles stands as a kind of
fantasy tribute. As with Ark, experience unlocks character attributes
and selectable feats (the Conan equivalent of engrams), and the first
stage of domination requires the establishment of a base staffed by
slaves you have to break rather than dino-things you have to tame, but
the process of building up resource stocks and establishing an army of
guards isn't all that different to what's gone before.
Ark has more content to work through, certainly, mostly because the
game has been in active development for far longer. But there's a lot
to be said for Conan's more evolved presentation, as well as the
understated way in which Conan's abundant lore - its factions, religions
and godly end-game manifestations - have been selectively repurposed so
as not to break apart the threads of survival gameplay that are woven
into the early part of the game.
Once food ceases to be an issue, which is typically at around the
same time as you've acquired decent armour, varied weapons and a healthy
disregard for the local wildlife, the purges start. Inspired by Seven
Days to Die's hordes, purges tempt forth NPC warbands that can make
short work of a poorly defended structure. Thankfully players are able
to raise their own NPC army to effect a defence, by capturing slaves
from local settlements and breaking their will on the iconic Wheel of
Pain. Sadly, thralls aren't the most convincing battlers and while they
can help with crafting between purges, they are unable to source raw
materials. It's a limitation, yes, but one that's due to be eliminated
via a future update, which can't come soon enough.
The combat system is pretty solid and robust, utilising the
standard mix of a light and heavy attack, a shield block, target lock
and a suite of evasive directional rolls. Dark Souls it ain't, but the
weapons have a satisfying weight, connect well and damage is high,
meaning that although movement can seem slow, battles feel substantial,
tactical and meaningful, especially once you have grenades flying about
that can be used to set a sizeable force ablaze. Sadly ranged combat is
considerably less impactful and feels purposefully gimped, no doubt
because the AI is considerably less able to traverse the sheer surfaces
than the player, making it easy to reign down a hail of arrows upon the
enemy without much threat of being hacked down. That's not to suggest
the AI can't string a volley of arrows together, but ranged battles
generally feel like a balancing act in progress.
While combat is bloody and brutal and end-game sieges can feel
suitably epic, it's the resource gathering and crafting that comes
across as the most distinct. There's a surprising amount of diversity
between the standard mobs if crocodiles and hyenas and the more
exclusive creatures that dwell in the game's darkest corners, while the
various tiers of craft trees provide for a varied game than promotes
clans to work together to ensure they have the capacity to create all
the best stuff.
Erecting keeps is particularly compelling and although sections of
wall, stair and ceiling don't always snap together at the first attempt,
building an imposing and sturdy keep is relatively simple once the
required resources are piled up and ready to go. It's the sheer
verticality of being able to build into cliff faces, climb up walls and
rockfaces and deploy siege engines and god powers hat bring siegecraft
to life.
If you're a veteran of survival games and familiar with its
established systems, hoping for a game that heads out in a bold new
direction, Conan may disappoint in terms of its systems. Funcom has
perhaps followed the survival formula more slavishly than most, which
isn't going to endear it to those who know it all too well. If, however,
you've been yearning for a action sandbox that does away with all the
iconeering so beloved of mainstream open-worlds, you may find a lot to
like. As a world, Conan's exiled realm isn't as awkwardly contrived as
Ark's dinosaur playground, nor as ubiquitous as yet another
post-apocalyptic wasteland. Instead it's a unique and largely tropical
fantasy realm, one that holds up as a survival playground and wears its
threadbare survival togs well.
Played on a busy PvP server, while Exiles often comes across like
the Ark/Rust clone it so clearly is, it has the setting and combat
mechanisms to set it apart. Play it as a single-player experience and it
will evoke memories of Minecraft, while as a co-op game, with its
respawning mobs, thinly spread content and raid-like endgame, you might
just catch the glimmer of an old school MMORPG, reminding you, just a
little, of when the genre was a metaverse of uncharted promise.
Whether or not these are the end times for survival gaming or the
onset of a necessary period of hibernation, despite the dead weight of
dozens of unfinished games and the fact that there's not a great deal
left to pick from now that Conan has taken his leave, perhaps it's just
as well that the genre has saved one of its best till last. If there's
half the life left in it that other survival games have enjoyed, it'll
be a life worth living.
0 Comments