Soulcrusher is basically a brand new game for the GZDoom engine by Przemek "Alter-zero" Zimny, aka Afterworldruler. Well, it has some resources cribbed from a few other things, most notably Freedoom, but the only real traces of Doom you'll find are in some of the now familiar sound effects. Soulcrusher's initial scope was larger, numbering at more than the nine maps that form the entirety of its gameplay (at least four), plus plenty of alternate exits that would change the way later levels played out, but Zimny lost his graphic artist, one Pawel "NMN" Zarczyinski. Without a replacement, he completed the project for release rather than have it languish in obscurity, which I'm grateful for. The story:
Actually, there's a lot of story, including a ton of back information, related through the intro. It's a brand new world, something in the vein of Deus Ex, where tech corporations rule. You're Jack Drax, the brother of some jackass named Francis who controls something called Nanocorps, and you're the titular Soulcrusher. I'm pretty sure you killed your father, a ruthless tyrant, and Francis filled the power vacuum. The execution is more like HACX, though, in that the nuances of Zimny's universe aren't really highlighted as you're some kind of rogue element just plowing through reams of inhuman opponents on your quest for blood (a fact he highlights in the ending). There's some dude named Baxter that you talk with and gives you objectives, but it's basically Jack vs. the world. I know there are some plot holes because at least four levels with more story were dropped, plus his envisaged ending had to be scrapped, but I was never engaged enough for it to matter to me.
The story doesn't go anywhere toward making the mod for me...but the weapons are pretty cool. Zimny has a host of armaments designed for dispatching the netizens of Nanocorps and they're all fun to use. The fists are standard but have a very nice animation. There are some berserk powerups you'll find that are used with your alt-fire; they strengthen your attacks and bump your health permanently by 5. The basic pistol is decent and has a spread fire but tends to overheat. I'm not sold on the acid grenade launcher, which is overall underwhelming in both actual power and visibility. The incendiary shotgun is great, though, definitely your workhorse for most skirmishing and it has a powerful alt-fire.
After that, I don't know. There's a laser rifle / railgun thing that's okay for stunning single targets but not very practical, same with the super rifle thing that you can super-charge. It still takes forever to kill those hulking blobs that fire super-fast rockets. About the only higher-end weapon I can recommend is the sonic sweep thing, which you'll be using a lot toward the end as it's essential for clearing out the hordes of enemies Zimny throws at you. It's not as useful for single targets, but it's better than nothing. While I suppose the game is meant to be played continuously, I'm pretty sure each level is balanced for you to start from scratch, at least in terms of raw firepower afforded to you. Oh - there's a secret eighth weapon, basically what you'd come to expect out of a rocket launcher, but super-powered. It'll tear through the last boss faster than any other armament.
Most of the time, I felt like I was short a lot of health. Most of it is available via inventory pickups, outside of those 5-point health vials. Granted, if you dump all the cash you get in the first five maps in the shop (yes, there are a couple shops) to stock up on medikits you should have a pretty significant buffer, which you'll need when you start confronting some of the more ridiculous masses of monsters, the worst of which is located in the penultimate level in that grid area. Honestly, most of Zimny's fights aren't memorable unless they're frustrating / annoying. I can recall the bosses, which are all decent encounters, but Soulcrusher tends toward enemies that fire fast projectiles (with a few exceptions), some of which like the rockets are ridiculously fast. It also tends toward bullet sponges, resulting in slow, corner-hugging gunplay which is largely compensated by health pickups you'll have to mash enter to use as the monsters grind down your health.
I do like the aesthetic between the weapons, the sprites, and the textures. The architecture is serviceable if unimpressive on average. I could have used more spectacles / landmarks like that Malice PD courtyard to keep the bases you fight through more interesting. As it stands, a lot of them feel like networks of hallways lacking many interesting features, though initially the first few maps wow me with the 3D architecture (though I'll admit I got a bit confused early on, not being familiar with the new door textures). It's definitely neat, and new, but it feels about as half-baked as HACX was, especially considering that the bland levels don't really help bring a sense of place to Jack's struggle.
I feel a disconnect between Soulcrusher wanting to tell an epic story vs. actually telling it somewhere in between all the mass murder. A central hub location a la Strife's town or even just a little home base for Jack would probably go a long way toward that. While I applaud Zimny for his crazy-ass weapons and monsters, the game feels like it gives up trying to create interesting fights partway through. If it had relied more on the sense of adventure the shopkeeps and berserk hypos imply it was founded on, then I'd probably be singing a different tune. Regardless - Soulcrusher is an interesting experience, and you should definitely take a look at it if you're dying for something different than Doom, because Zimny delivers in that respect. I wish he'd been able to finish it as he had dreamed it, but I applaud him for releasing Soulcrusher.
NOTE: Soulcrusher has a "1.2" update available here. Just unzip the contents of the original package and run SCMN12.WAD instead of SCMAIN.WAD with everything else to run the updated version.
SOULCRUSHER
by Przemek "Alter-zero" Zimny
by Przemek "Alter-zero" Zimny
SMASHING
This post is part of a series on
Doomworld's 2013 Cacowards
Doomworld's 2013 Cacowards
The Top Ten | Best Multiplayer | Runners Up |
Back to Saturn X: Episode 1 | Eyedea | Interception |
Doom 2 the Way id Did | Samsara | Hadephobia |
Unholy Realms | Eon Deathmatch | Hellbound |
ZDoom Community Map Project: Take 2 | Best Gameplay Mod | High / Low 5 |
Fuel Devourer | Project MSX | Soulcrusher |
Kuchitsu | Mordeth Award | Stomper |
Forsaken Overlook | ZDCMP2 | |
Stardate 20X6 | Mockaward | |
Pirate Doom | Extreme Weapon Pack | |
Swim With the Whales | Mapper of the Year | |
Ribbiks |
i cant play this wad with gzdoom help!!!
ReplyDeleteHey, dude! make sure you're running the latest version of GZDoom and that you're playing it with Doom II! If you want to run v1.2, extract all the files found in the SCMAIN .ZIP and get SCMN12.WAD from /idgames. You'll want to drag all the .WADs from the .ZIP on to GZDoom, except for SCMAIN; use SCMN12 instead.
DeleteJust to let you know there is a 1.3 patch that Alter said should be loaded with the wad. I really enjoyed this wad so far. - Springy
ReplyDelete