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Vaporum (2017, Windows) Review


STEAMIN' WITH OLD-SCHOOL MODERNITY


Also for: Linux, Macintosh, Nintendo Switch, Playstation 4, Xbox One


Without a memory of what happened, you wash ashore alone on a small rocky island in the middle of the ocean. On that island, a colossal, metallic tower looms over the sky, inviting you with an alluring light. What game am I describing? Is it Bioshock? Is it Soma? No, it's Vaporum, a trademark Steampunk Dungeon Crawler with some survival horror elements and good RPG mechanics. Created by Fatbot Games, it's sadistic in its old-school approach to trial-and-error, executed in a way that teeters on the edge between unfair and challenging.

Although it replicates the tile-based movement of dungeon crawlers of yore, it doesn't quite remind me of any particular one. First, the setting is obviously steampunk (as it says on the cover), whereas they traditionally were fantasy or, in rare cases, sci-fi. Second, the movement is not instantaneous. Instead you float from tile to tile, and the same floatiness goes for turning. Third, you only control a single character whereas these games traditionally were party-based.



Entering the tower, you quickly discover it's on full alert, as the security systems and robotic servants attack at first sight. Fighting your way upwards through the twelve levels, you find documents and audio logs of previous events, including the truth about your own identity as well as your part in the disaster. Vaporum has a nice mix of story, combat and devious puzzle-solving, although the combat scenarios are by far the ones that engage me the most. Sometimes, they're just ridiculously unfair, but other times very exciting.

Right at the start you pick your choice of rig. Four different ones exist, focused on attack, defense, speed or tech. You soon start running into enemies, enemies and more enemies, moving around through elaborate animations. Their way of lying in ambush gets aggravating pretty fast. Spider droids, flying droids, sentry guns, big droids, small droids, droids that fire electricity, droids than spew acid - and the occasional crazed human in a combat rig like your own.


Combat in dungeon crawlers is unlike any other genre I can think of. It feels like something akin to real-time chess, where you move your character back-and-forth and side-to-side, trying to avoid getting hit, whilst getting a good hit in every now and again. The sluggishness of the movement, when combined with attack cooldowns, forces you to evaluate and re-evaluate every situation constantly. Do you have enough space to move around? Should you retreat to a better location? Is there a pit on the floor you must mind? Fighting one enemy at a time is usually no bother, but it can get overwhelming when they gank up on you.

Enemies have varying attack patterns. Some can only attack one tile in front of them. Others can spit in a straight line across the room. A flame-thrower dude can spray in a wide arc in front of himself. The Big Daddy-inspired minibosses can hit to the side. On it goes, with different damage types and lingering effects limiting your available safe spaces. It's hectic, fun and requires quick strategic thinking. A semi-"turn-based" option exists, which feels almost like cheating, but it's a welcome lifeline when you're stuck on a particular fight.



What frustrates me the most is that the healing possibilities are so limited. You cannot rest to restore health. Reparation kits for your rig is the primary health source, but they're in short supply. This, when combined with the save-anywhere feature, makes for an awkward situation. You can save yourself into an impossible situation with low health and no healing possibilities. For that reason it's sometimes better to retry a fight that went poorly to conserve health. Later on, you find a handy module that allows you to drain health from enemies to add to your own. But that's of limited use unless you spec your character right.

Vaporum's finest feature is the wide range of character builds, combined with a vast amount of weapons and gadgets. By killing enough enemies, or progressing through the main quest, you gain upgrade points to funnel into your skill branch of choice. And they're plentiful. Blunt weapons, shields, swords, firearms, gadgetry - the possibilities are numerous. There's even a dual-wielding option, allowing you to attack almost without cooldowns.



The gadgets are placeholder magic. Without the right build they're still useful, but unfortunately not available very often. Your energy recharges slowly, and their cooldown essentially limits them to one use per battle. Some temporarily buff your stats, while others cast elemental attacks. Against larger numbers you can drop a decoy or charm enemies to turn against their peers. They're essential both in filling blank spots in your build or enhancing it.

I've focused on combat so far. That's because the rest isn't really up to the same standards. The story is both kinda generic and predictable, especially if you've played the stories that inspired it. I skimmed through most of it, except the stuff related to puzzles, and felt like I didn't miss much of interest. What shines, though, is the claustrophobic setting, creating a creepy atmosphere through darkness and the clanging sound of your footsteps echoing through the corridors. Tension rises as you hear something approaching behind the corner, or whenever you see the poisonous green of an acid-spitting spider reflecting on the blank, metallic walls.



I'm all for keeping antiquated genres alive, but I'm not convinced the modernization does Vaporum much good. The floaty, tile-based movement feels like a compromise to draw in a new audience, but the effect slows the game down, and enemies hopping from tile to tile looks ridiculous. Being able to look around freely, as if it was a first-person shooter, adds nothing.

When progress is halted by the cumbersome box-sliding puzzles - also slow due to the floaty movement - I begin to despair. They are used for goddamn everything; filling holes in the ground, activating floor switches, blocking light-sensitive switches from being hit by a sphere, etc. I don't mind the other puzzles that are timing-based, or revolve around pulling switches or pressing buttons. They're your traditional dungeon-crawling fare. The optional puzzles that lead to secret rewards are often kinda fun and really challenging.

For the good, albeit mixed quality of the combat challenges I'd give Vaporum a modest recommendation, at least for players who already know they like dungeon crawlers. If you're not convinced, I'd say first play a demo (if one's available) or watch a playthrough of the first level. As a dungeon crawler it's solid, with a few memorable moments and a sense of gangrenous hazard to its rusty setting. But as a whole, the game kinda falls between two stools. It might be too modern for old-school gamers and too old-school for modern gamers.

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