![]() ![]() One of the things you can always count on with a Shmup is that you are going to have your reflexes tested, with death being a constant reminder of how brutal the genre can be. That said, here’s what you need to know about Drifting Lands.Īs a Shmup, Drifting Lands sacrifices some of the difficulty to keep looting as a constant presence in its game loop. ![]() If anything, I wished Alkemi had toned down its story elements (or just gotten rid of them altogether) and focused entirely on its core gameplay. ![]() That said, it’s perfectly fine if that’s what you’re into as the whole point of Shmups is to shoot stuff within skill-based gameplay parameters, and the Diablo-style loot grabs manage to keep things interesting from a game mechanics perspective. Throw in the handful of recycled level backgrounds and a story that tries to come off as more important than it really is, and what you’re left with is the grind to improve your ship across missions you’ll have little emotional investment in. That said, while Drifting Lands is a worthwhile experiment, its execution doesn’t fully come together, mainly due to a prolonged mission structure that doesn’t deviate much from shooting everything on screen till it blows up or flies away with patterns of enemies that you’ll start to recognize within the first hour. That’s Drifting Lands, in a nutshell, combined with a beautiful hand-painterly aesthetic, it’s a game that succeeds at standing out on first glance amidst a digital shelf of similar looking offerings within their respective genres. That is to say, I have played my fair share of Action RPGs and Shmups (Shoot ‘Em Ups), but never a game that tried to tie the two genres together. One thing that I can safely say about Drifting Lands is that I have never played a game quite like it, which in this day and age, is quite extraordinary. ![]()
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