Earth: Revival, a sci-fi shooter, tries to do everything, but it's in jeopardy

Earth: Revival, a sci-fi shooter, tries to do everything, but it's in jeopardy ...

Earth has been ravaged since your first contact with a hostile alien force. You, one of the apparently (but not really) few survivors, are given the task of becoming a crackshot sci-fi super-soldier who specializes in all things shootybangs. Once you have completed basic fetch quests, you enter a dungeon with three of your friends to confront a monster that is significantly bigger than the ones surrounding it. This is Earth: Revival.

It is also a video game.

Nuverse, a new studio founded by veterans of the Chinese video game business, has released its first game, Earth: Revival. While ByteDance isn't immediately well-known, you will likely know 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 strategies. This is impressive, because in some ways, it manages to be relatively stylish when compared to its many competitors, and the shooter structure is quite tight for a game that is only a year old.

The one thing that sticks with me throughout my demo is that Earth: Revival is unique right now because only to its desire to be everything at the same time, which ultimately runs the risk of it being okay at many things without being excellent, let alone great, at any of them.

Combat introduces some neat concepts, such as that every weapon has a primary fire as well as two unique abilities, and you may use 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 shoot down homing missiles while on the move.

The comparison to Iron Man is appropriate in more ways than one. Earth: Revivalsmenu has a slew of arbitrary power ratings that have become typical of games like Marvels Avengers, without doing anything to justify their inclusion in them. That's not to mention the level of survival-related clutter that makes the function that is supposed to help you organize your game menus so useless and unnecessary. It's a hangover from similar games that are interested in not just endless busywork, but also methods of recording it

Earth: Revival has some merit elsewhere. While raids have a lot in common with other games over the years, there is ample enemy variety, solid dungeon design, and bosses that require knowledge of appropriate rules of engagement. This is why it seems so strange that Earth: Revival decided to adopt a dozen other systems rather than continue to work on this one.

The result of this issue, which may be overambition, poor prioritization, or a combination of both, is that even Earth: Revival's strongest feature currently feels half-baked. Most of the bugs I encountered were minor when placed in their proper context. Side-quests prevented me from completing tasks on more than ten occasions, making it difficult to see them without thinking, This should be reduced.

This is not to mention the absurd, Far Cry-like, nonsensical inclusion of dogs with rocket launchers or other unknown companions that I cant quite remember. It instead emulates the successes of other games, but rather the resemblance that would arise if they were all piled on top of one another.

Earth: Revival has a way of making it work. You may also build a hub with four other players, and PvE worlds can support up to 50 players from various squads. This is the part of the game that gives its typical third-person raid shooter sign a little luster.

I was able to get some information on a PvP mode according to Nuverse.

PVP mode is currently available in three forms: 4v4 Phosphorus Arena hosted by Phosphorus Industry; 12v12 Edengate Elite Challenge hosted by Edengate City; and Eden No.1, an innovative PVPVP mode of battling other survivors. There are plans for additional PvP modes as well.

All PvP modes are available on certain PvP maps. We do not intend to split the player population between PvP and PvE servers, since we want to have as many players as possible enjoy the world of Earth: Revival.

The advent of new PvP modes, the development of new player-versus-environment-versus-player modes, and the desire for a world that can be shared communally are all things that might make Earth: Revival a playable game next year.

It's possible that being a regular raid shooter would have worked to its advantage. There's no need to ape every system from every genre in an attempt to become some sort of multi-category cornucopia of popular ideas. Sometimes it's better to start small and focus on what you're doing.

There's a reason why no other studio has ever aimed for this kind of multi-layered sameness: It doesnt make any sense. Here's hoping Nuverse recognizes this before it's too late.