Death Trash is a Post Apocalyptic RPG Dream Come True [Exclusive Preview]

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(heartbeat) (baby crying) Bethesda's Fallouts are pretty polarizing games. There's a huge chunk of players who feel betrayed by them being just shallow husks of what Fallout used to be in Interplay days, but also a good many people who love them with a passion. - [Liam Neeson] A boy! A beautiful, healthy baby boy! - So, if you say stuff like “Fallout 3 is Rubbish” or something like that somewhere online it’s not unlikely for stans to jump straight in the line of fire and rebuttal you with something like "well bppfpp make your own game then mnmnmn". Well, that's exactly what Stephan Hövelbrinks did after he tweeted a Fallout fan-art drawing in 2015: - [Bender] Waaahhhi'm gonna go build my own 𝓕𝓪𝓵𝓵𝓸𝓾𝓽... With Blackjack and hookers! - Although I'm pretty sure that this was not in response to a discrepancy of the quality of Bethesda's Fallouts. Anyway, so what started out as a silly little fanart joke-tweet pretty quickly took on a life of its own. He shared more artwork in the same style over time and an increasing number of people kept coming back and Futurama-appropriately screaming - [Fry] Shut up and take my money!! - And so he said to himself, "Okay I can do that." And then spent over half a decade turning this "what if" into an actual game, 5 years as a solo dev and increasing the studio Crafting Legends to a 2-person team in 2020, got John Romero's and Josh Sawyer’s blessing along the way. And now, after long years of blood, sweat, and tears, we're finally getting to play the first versions of the game. (smacking and gurgling) I have been following Death Trash's development for pretty much the entire 6 years now and have been looking forward to it ever since, always eager for new updates, blog posts, snippets and gifs of game footage like the magpies in my garden for their daily peanut-ration. Which makes me all the more happy that I got the opportunity to play the game super early. Therefore, this video will be a good bit more stream-of-consciousness than usual, since I want to share my immediate thoughts and feelings on it, after playing through it multiple times. So, to clarify: The devs approached me with the offer to check out an early version of the game, I was neither sponsored nor obligated to make content on it in any way, but I’m doing this because I find the game really fucking cool and want people to take note of it. I am also not in any way restricted in my opinions. I'd not consider reporting on a game under any other circumstances. So if I would have ended up thinking that the whole thing is pure vomit, (vomiting and splashing) I'd be totally free to do so. Which.. well, if it was shit, I wouldn’t have made a video on it in the first place. The demo I've played consists of the first larger area of the story campaign. I've played through it three times, of which each playthrough took me about 2-3 hours, and I gotta say that it was almost surreal how closely my expectations, built up over years, were met by what I got to play. And that is honestly a rarity. I had a damn good time with this surprisingly feature-rich and polished cake-slice of the full game. It already showcased a lot of the strengths, its intuitive and snappy but multifaceted and seamless gameplay, its minimalistic, efficient and well-thought-out UI, plus the one of a kind atmosphere of gorgeous retro-inspired pseudo-isometric pixel-art and a truly unique, gross, and organic Junk-Punk aesthetic. I'm not the kind of player who finishes a game and then immediately jumps back into it right away to experiment with new builds and ways to play it, but Death Trash really, really incentivizes this, like in the good old prelapsarian days when games were still fun, y’know? The relatively short duration of the demo also helped there, of course. So, let's start at the top: What's this game about? How does it play? What are the central story beats? And what... can I expect?- can you expect-can we expect? What can we expect? (smacking and splattering) Death Trash is one of those beautiful examples of a title that unabashedly wears its post-apocalyptic inspirations on its sleeve, but doesn’t become a cheap knockoff. It has a really strong distinguishable (and fun) identity, style and narrative design of its own that screams "instant classic." The game is played, as you can see, from a pseudo-isometric perspective but unlike the classic Fallout-games, it’s not turn based strategy, but directly controlled instant action gameplay, akin to something like Nuclear Throne but with an added stealth component, and quite a few more features on top. Like, this comparison is exclusively about the combat. I was surprised by how versatile the controls are. You can either use the mouse to click on the floor like in classic cRPGs, which you’ll probably only do outside of combat encounters, but also seamlessly switch to WASD and Mouse to steer your character's movements directly at any time. Which is the way you'll likely operate during combat. So whenever you're exploring, talking to people, or doing other non-violent stuff, you can just sit back and play it like a point and click adventure, but the moment the action starts you jump straight over to Hotline Miami controls, and the whole thing works just as smoothly and seamlessly with gamepads. Big plus there for people with carpal tunnel who can’t play frenetic clickety click games. One thing I find really fricking cool is that the game even features different LOCAL Co-Op Modes- -either on a single screen where 2 people can play 2 characters at the same time- -or it even gives you the option of playing it on 2 monitors at the same time, one for each player. As an aging videosgame gamer who grew up in the times of hot-seat multiplayer on my old Amiga and co., this is an absolute BLAST from the PAST. Also finally gives me a reason to look forward to being fully vaccinated and having friends over. Yeah look at that: Death Trash makes me wanna socialize again. So when we start a new game, we spend a few minutes (or multiple hours, depending on how much you love to obsess over character creation) to assemble our protagonist, both their look and their stats and skills, for which we get a few points to allocate. You don't have enough available to fully deck out and specialize a character so this is more like a general pointer as to what rough build you're leaning towards. Even this 2-3 hour long demo gave me enough level ups to easily switch specializations along the way. So, it's not super restrictive. Do you focus on brawn and melee power? On stealth? I used a combination of both, which turned out to be really efficient and also fun to play. – Occultism, which allows you to talk with the flesh (more on that later) – Cybertech, which makes you good with machines and tech – or empathy which makes you better at, well, empathizingwith others, putting yourself in their shoes, etc Many of these offer you more conversation options and can, for instance, create moments that become memories that stick with your character. It's a really cool mechanic. Certain key experiences leave a lasting impression on your character and you can then equip them in your mind, which activates certain traits that can influence situations later down the line. It's similar to the genius Thoughts system in Disco Elysium, only that you don't have to equip, ponder and develop them first. Anyway, I’m putting the cart in front of the horse here: Once we get into the game, itself, we wake up in dilapidated underground corridors. We're soon greeted by a group of conditionally friendly androids who inform us that we're now former citizen of the UNIVERSAL SOCIETY and that we're supposed to leave their citadel and that they -whoever they are- wish us well, unless we attempt to re-enter the universal society, in which case we'll be TERMINATED. (lasers shooting, explosions, splattering) We can also read more about that in a little pamphlet they hand out. And after reading it we can then MEMORIZE it, so the note is always accessible but the note itself becomes a craftable resource and leaves your inventory. Absolutely love this feature. Keeps it nice and tidy. This opening is super indicative of the overall style and tone of Death Trash. The writing is short, compact and quippy. You'll rarely find an undergraduate- essay-length monologue of a character contemplating the nature of existence and whatnot. The game makes interaction feel very direct and organic. There are a couple of notes and texts, here and there, that are a few paragraphs long and brush on deeper topics and ideas. But for the most part, they are condensed and to the point. It's fantastic at establishing and teasing themes rather than bludgeoning you over the head with lengthy exposition. I love this kind of storytelling. It reminds me of the famous William Gibson quote about the inspiration he took from John Carpenter's Escape from New York. When writing Neuromancer, he remembered the enormous narrative power of small passing remarks to contribute massively to world building, by making the audience do all the leg-work in their minds: Right from the opening slideshow, Death Trash establishes its setting with this stylistic method on steroids. "Planet Nexus. Centuries after the Bleeding." What’s the Bleeding? We don't know (yet), but it's a fantastic narrative hook. It immediately puts a thousand potential images in the back of the player's mind, [flub] making the subconscious mind fill in the gaps, so that’s so often vastly more efficient at creating mood, tone, and suspension of disbelief than thousands of words of meticulously spelled out purple prose. Right now, we're greeted by a caste of apparently quite powerful humanoid robots who are excluding us from their UNIVERSAL SOCIETY, and we are to leave the underground vault... and soon after we find some other poor sob dead in a ditch who’s carrying the same letter of expulsion as us. Ominous... We get the choice to either leave straight away, or partake in a little outside- world-prep-training course, basically a tutorial of the most important mechanics we're gonna need outside. Opening things, manage inventory, sneak, fight with melee and distance weapons, and special abilities. Like puke on command. And then picking it up and using it as organic lubricant for a malfunctioning machine that opens a door. Yeah, Death Trash is a ... gross game, a fleshy game, a putridly, squishily organic game. There is pulsating flesh lying and crawling around everywhere. See, I'm a tree hugger; so I naturally put some skill points into Animalism, which enables you to befriend animals according to the pat-description. But it turns out what counts as Animals in Death Trash are animate blobs of flesh that you can pick up if you pass the taming-check or that scratch and bite you if you fail. Flesh, brains, and organs are the major source of health restoration in this game, and it becomes pretty clear that the unnaturally proliferating masses of flesh cropping up everywhere are a central focus for the narrative mystery we get to uncover across the campaign. Yeah it gets pretty grotesque, even within the scope of this demo already. (clapping) - [Hannibal] Before we begin, you must all be warned: Nothing here... is vegetarian. Bon appétit! - When we leave the vault, the first... thing we're greeted by is this gigantic... Flesh kraken. (deep eldritch grumble) A humongous Cephalopod made of jiggling meat, and it turns out we can even communicate with it. It tells us that it wants.... friends. Welp, there's our first quest for the game: find company for the humongous flesh kraken... What a lovely absurdist twist to start with. Sam Beckett would be hungry for entrecote by now. You should, by now, already have gotten a good feel for the overall tone of the game. It's smart but never diluting into a pretentious first semester philosophy lecture but extremely self-aware, managing this wonderful split of being intriguing and genuinely thought-provoking, while absolutely not taking itself seriously at all. Seasoned with a generous pinch of pubescent feces humor to boot. If finding out that your character can vomit on command doesn't make you at least internally cackle, the game's humor is probably not for you. It feels very inspired from the video game age of Monkey Island meets Douglas Adams literature, just ten times grosser. I love how often it uses not just its writing and presentation, but also its game mechanics and systems to create funny moments and jokes. For instance, after we leave the cathedral of the Kraken and enter the world out there, the first character we meet is... a naked dude carelessly wandering around, dancing to celebrate the sun and having a grand old day. Well, you remember the memory feature? Yeah this is definitely an IMAGE THAT'S FOREVER YOURS. And you can now equip it in your mind. (It made me cackle) I also noticed that the game does not fall into the fangame trap of too much referential humor, like it would have been so easy to pepper it with constant Fallout and other pop culture references to get some cheap fan service laughs (like: “ha ha this character said Shady Sands, that’s a location in Fallout. Isn't that funny?” or something like that) Death Trash completely omits this type of writing, and, in my opinion, it greatly adds to the world feeling homogenous and believable. Adding greatly increases suspension of disbelief. Exploring the world out there, we encounter various flesh-mutated adversaries and Post-Punk Stalkers, whose off-screen presence is excellently, acoustically telegraphed by the grunting noises they emit, similar how you can tell that there's a Cacodemon around the next corner by its signature sound profile in Doom. (cacodemon sound) And once you get into the skirmishes, you’ll immediately find that the way this game handles combat is just really, really fun. I'd seen a ton of gifs and little gameplay snippets in development out there, and it always gave me the impression that Death Trash would feel super satisfying to play, and I'm really glad it turned out exactly as fast, responsive and satisfying as I had hoped it would. We can charge in not giving a fuck if we're spotted and take on enemies head-first in melee combat, slicing and dicing and dodge-rolling their counters in good old Souslike style. Or we can activate our stealth unit which makes the enemies’ view-cones visible (beautifully raytraced around sight- obstructing objects like in Commandos) and sneak up and backstab them for a super high damage first strike. It’s all very intuitive and fluid. Dealing and receiving blows get satisfyingly amplified with particles flying around, blood decals coating the floor and the screen shaking in sync with juicy sound effects. And it’s no different for distance combat, with bolt action long rifles that take a second to reload, pistols, double barreled shotguns or even fast-repeating energy rifles. We also have psi-abilities, the first one of which- -aside from puking everywhere and making enemies slip on our vomit- -is shooting electrical sparks from our fingertips, Palpatine style. Even this first slice of the full game had a surprising variety of weapons, abilities, utilities, topped up with a well-thought-out, easily approachable crafting system that integrates just as seamlessly as all the other systems. And a lot of this comes from the game’s smoothly streamlined UI and control scheme, allowing you to always easily switch between your melee weapons, distance weapons and PSI ability to quickly change tactics on the fly during combat encounters. So, a hybrid between stealth, melee, distance and "magic" is absolutely viable and incredibly intuitively executable. And I also appreciate how there's no weapon or item durabilities (thank god). I really only know a small amount of games where degrading weapons and items actually *add* something redeemable to the experience, when it's like really simulation heavy and it makes sense. Otherwise, it always feels like a pain in the ass to me. Maybe that’s just me. So, I was glad to see that Death Trash doesn’t futz around with that. The inventory itself also doesn't have an encumbrance per se; you're only limited to the amount of slots you have available before you're full. So, that incentivizes returning to the vendors to sell some loot and upgrade your loadout from time to time. Similar to Diablo, only that the intervals in which your inventory is full are much bigger because you also have more space, and you can also “stack” items of the same type. So, that gives you some leeway before having to return to town all the time. Oh right, I haven't even mentioned the town yet. So in the demo area there are 4 major locations, each split into multiple sub-locations. The central hub of which is the town of Tauris, where we don’t fight, (unless we really want to. yeah this is a game that doesn’t restrict you from attacking anyone if you should desire to be a homicidal maniac) but we largely interact with townspeople, vendors and all the other punks with Shotguns loitering here. The town map is split into the overworld and the subterranean layer, accessible via ladders in several dwellings. Down there we meet Mortus, a... Fleshologist I'm gonna call him. He researches the Flesh Nexus, the unnatural growth that seems to share a common hive-mind. It turns out we are in some form infected by The Flesh, which is pretty much the “main quest” if you will. So, he'll be the quest giver that sends us on an errand to fetch a couple of items for him, so he can examine our unknown affliction closer. In the town we have multiple of the game’s signature short and quippy conversations with various dwellers and, as I said before it's astounding how much the game gets across with very little "blabla." Now, there's no character that I've grown super fond of in this short timespan, of course, but the people we meet here feel like a genuine part of this world. It’s a dilapidated, flesh-overgrown post-apocalyptic landscape. So, the tone fits, which doesn’t mean that characters are always stoic and free of human emotions. There's a lot to discover: androids patrolling the streets keeping up the "Order," Flesh Vendors capitalizing on the uncontrollable growth everywhere by turning it into steak, weapon and armor vending machines, a disgruntled town doctor giving me Darkwood flashbacks, multiple shotgun wielding punks, and a nest of spiders that trap you with ghastly cobwebs and then tear you apart. And in a rocky crevice we stumble upon the defunct Android, Fleshface, who we can re-activate with our homemade organic lubricant. When we talk to them, we find that they always felt that they were different from the other androids, feeling a kinship to The Humans. So he made his face look all fleshy, like humans look to him, so they would potentially warm up to him more. Okay I take it back, I already have met a character I immediately grew super fond of in this short timespan. And no, it’s not the naked man dancing in the sun. So, Fleshface asks us to tear his head off and carry them with us in our inventory in good Monkey Island style, and we now have a companion we can chat to at any point on our quest to find companionship for him. Wait, wasn't there some other fleshy entity that was looking for a friend? Yep, the FleshKraken. And its so excited about this new companion, when we bring him over, that it outright swallows Fleshface up whole. Quest Complete. What a wholesome adventure! When it comes to the Kraken’s Quest for Friends, by the way, we can also talk to the elder woman in town about it and SHE suggests we visit the witch who lives by the Great Trees further to the east, an area that's yet restricted by the early deom boundaries. This is a nice teaser to demonstrate how in the final game quests will offer multiple solutions, as you would expect from a Fallout-inspired RPG. Like, another thing I’ve noticed is how the overworld map took beautiful inspiration from the first 2 Fallouts. Making traversal across the map take place over time from this gorgeous distant bird’s eye view; I’m not sure if the final game will also feature random encounters like Fallout; I haven’t had any during the demo. But I’ve noticed this cool game design lesson it took directly from the first Fallout, where you’ll get the recommendation to travel eastwards for your first objective from the starting area, and when you do that, you stumble across another region along the way that introduces you to more encounters and story incentives, or you could totally venture off in any direction from the get-go. This is the only type of reference you’ll find in the game: good take-aways from a legendarily designed non-linear open world RPG. So, I'm not gonna go through the whole thing and brush on everything I’ve done in the demo in this video, but I believe that this little stream-of-consciousness foray should probably have given you a solid idea of what to expect from this game. There's something really fascinating to me about Death Trash as a video game production. I've met many overly excited people gushing about game ideas in my time. A thing that’s easy to overlook with that is when you think up a game in your mind, you always- -no matter how much experience you bring- -tend to drastically underestimate its scope in one way or another. And a lot of passionate game ideas sound like "Yeah I mean the game is basically done. "I've drawn two mockups in MS Paint and even already downloaded and INSTALLED Unity, "so my grandiose, revolutionary MMORPG Stealth Social Sim hybrid concept is "practically 95% done already." I exaggerate, but so many hecking cool, groundbreaking game ideas never see the light of day because of that. In the rare cases that they actually do make it to release, they usually end up with a lot of necessarily cut corners. So heavily in fact that the final result could be considered charming for the ambition and the grit to see it through to the end, but as a playable gaming product in competition it's often neglectable. Finishing any game is still commendable no matter what. Just to be clear. Rarely though, do I see someone gush about a great game idea in its earliest stages, then actually develop it for over half a decade- -not cutting away, but constantly adding cool features- -without the project exploding like a house of cards lined with semtex. Somehow, Stephan Hövelbrinks and his team managed to make it feel *exactly* like what I had envisioned in a best case scenario. Like in many ways it's- -swear to god- -a personal dream game come true for me. Back in the days when I played Fallout 2, I was also really into Diablo. And I distinctly remember thinking: "Man, imagine how cool a real-time action RPG in a Fallout-like post apocalypse would feel. Still with the character overworld traversal, adventure, character building, dialogue and a branching narrative and all that and in the same junk-punk setting but played in real-time." (slashing and splashing) And yeah, Death Trash is as close to this game I was envisioning back then as it gets. Here-here it is. I say pretty often how much I love janky games because "le jank" is often an indicator of the ambition and the readiness to abandon the beaten path when making this game. Failing at some of these ambitions is not always a bad thing. Cool ideas can be worthwhile without having to be shinily polished. But Death Trash, or at least the part that I've gotten to play, ended up being a refreshingly smooth, jank-free, and polished as fuck exprience. You can totally sense the big amount of QA work that has gone into it in every fiber, and it pays off big time. Finally playing it felt both staggering and intoxicating. I am in awe and brutally teased for everything that’s to come. Now, the full game is, at the moment, estimated to be released in 2022, not just for PC but also for Switch, PlayStation and Xbox systems. The demo you’re seeing here is going to be available on Steam from Junte 16th through 22nd as part of the Steam Next Fest event. And Death Trash will enter Early Access in late summer this year, that is 2021, for PC in a version that contains a larger area of the game for about 5+ hours of playtime according to the devs. Then again, this demo was supposed to be 1 to 2 hours of play time, and it took me easily 3 hours to play through. So, take from this what you will. Considering how long it's been in development, I fully understand that the self-published developer is looking to show some of the results to the public now, hopefully fueling the production with an initial source of revenue, as well as opening another avenue of extensive testing to smooth out any kinks that will be discovered in the coming months. What I've played so far felt butter-smooth and, as you could hear, I found it tremendously enjoyable. It shows that even though it was a limited first area of the game, it already hooked me hard. It’s one of the few games I'm definitely gonna break my no-early-access prerogative for, in a heartbeat. And here's a big fat recommendation for anyone who wants to support indie games in development: Until the game is released, if you really want to help the devs out and make a palpable difference. If what you’ve seen looks like something for you, then visit the Steam page and WISHLIST it. Wishlisting really helps put games from small creators on the map within Steam's algorithm, which is usually completely crowded out by the massive AAA fish in the pond. Aside from that, the game will also come out on itch.io. Anyone who follows my channel knows that I loudly advocate itch as the far superior platform to buy games from if they’re available there. No DRM, incredibly indie-supportive and they give a far better cut to the developers. I'll put links in the description. Now, with that said, a big thanks to Crafting Legends for giving me the chance to play Death Trash so early. I've had a great time with it, and I am looking forward to what's yet to come. And I wish you good luck for the rest of the development phase!
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Channel: RagnarRox
Views: 287,182
Rating: undefined out of 5
Keywords: Death Trash, Fallout, Stefan Hövelbrinks, Post-Apocalypse, Crafting Legends, Indie Game, Action-RPG, Diablo, Preview, Exclusive, Review, Analysis, Interpretation, Game Design, Video Essay, RangarRox, Ragnarox, Monsters of the Week, Forgotten Gems, A Journey Through, Games from Underground
Id: cKTZAfK2DDM
Channel Id: undefined
Length: 24min 29sec (1469 seconds)
Published: Fri Jun 11 2021
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