Earth has been ravaged since your first contact with a hostile alien force, although this is not a reason to be apprehensive. You must then enter a dungeon with three of your friends to complete basic fetch quests before facing a war of attrition. This is Earth: Revival.
It's also a video game.
Nuverse, a new studio founded by experienced gamers in the Chinese video game industry, has released its debut game, Earth: Revival. While You may not immediately recognize ByteDance's parent company, you will likely be familiar with one of its other subsidiaries, TikTok.
Earth: Revival is a third-person, open-world shooter that combines typical raid gameplay with resource gathering, crafting, and a host of survival techniques. This is to a certain extent impressive, considering the game is only a year old.
Despite the one detail that stayed with me throughout my demo is that the one thing that makes Earth: Revival different right now is its desire to be everything at the same time, which ultimately runs the risk of it being unsatisfactory at many things, let alone excellent, at any of them.
Combat introduces some interesting concepts, in that every weapon has a primary fire as well as two unique abilities, and you can combine melee and ranged tactics to experiment with fluidity and flexibility. There are also ultimate abilities, one of which allows you temporarily to make like Iron Man and drop down homing missiles while airborne.
The juxtaposition to Iron Man is appropriate in many ways, however, because it includes a slew of arbitrary power ratings that have become characteristic of games such as Marvels Avengers without doing anything to justify their inclusion in them. Thats not to mention the fact that the function that is supposed to help you organize your game menus is the reason it becomes useless and unnecesarily confusing. It's not a hangover from similar titles that are interested in how to record such busywork in the most ambiguous and
Earth: Revival has a lot of potential elsewhere. While raids have a lot in common with most of the games that have released in the last few years, there is decent enemy variety, solid dungeon design, and bosses that require knowledge of adequate rules of engagement. This is why it seems so strange that Earth: Revival decided to adopt a dozen other systems instead of repeating the same one.
Even Earth: Revival's most basic feature currently feels half-baked due to overambition, poor priority, or a combination of both. Most of the bugs I encountered were severe when placed in their proper context. Side-quests kept me out of objectives for the duration of combat. On more than ten occasions, I could not move during combat.
The inclusion of dogs with rocket launchers or other nonsensical companions I can't quite remember is all that bothers me about this game. It's not the successes of other games, but the dissonance that would result if they were all imposed quickly on top of each other.
Earth: Revival has a weak point: You may construct a hub with four other players, and PvE worlds may support up to 50 players from many squads. This is the part of the game that gives the game its characteristic third-person raider feel. I am unsure whether Nuverse is willing to do that.
I was able to get some information on a PvP mode in Nuverse.
PVP modes include: 4v4 Phosphorus Arena held by Phosphorus Industry; 12v12 Edengate Elite Challenge held in Edengate City; and Eden No.1, an innovative PvEvP mode of battling other survivors. There are plans for additional PvP modes as well.
In some PvP maps, all PvP modes are available. We do not intend to split the player population between PvP and PvE servers since we wish to have as many players enjoy the world of Earth: Revival as possible. However, we are open to your feedback on the systems.
Earth: Revival's player-versus-environment-versus-player mode, the advent of new PvP modes, and the desire for a world that can be shared communally are all things that might make it worthwhile to play next year.
It's possible that being just a regular raid shooter would have benefited the game in the end. It's up to you to pick what you want to do and stick to it.
But there's a reason no other studio has ever aimed towards this kind of multi-layered sameness: It doesn't make a whole lot of sense. Here's hoping Nuverse realizes this before it's too late.