


The experienced ones, who've been down in these caves since early Early Access, have a knack for turning befuddling topography into fairground rides with three ziplines and some well-placed pick-holes. What encourages you to persevere is the sheer ingenuity of other players. And it's likely that many players won't permeate that barrier. If it feels like I've spent a long time on why I got lost so often, it's only because it's a lone, glaring issue in an otherwise massively enticing formula. And asymmetrical class-based co-op is always a treat when it's balanced this thoughtfully.įinally there's the aforementioned map, which mimics Ridley Scott's Alien aesthetic brilliantly, but provides very little in the way of actually orienting you in your surroundings. I wish there was more of Deep Rock Galactic's resource harvesting and persistent upgrades to Left 4 Dead, to punctuate all that mowing down walls of groaning undead and carrying the odd gas cans to and fro. I wish Vermintide 2 stole that brilliant dynamic shift of having to rush your way back out through a level, racing against a stern time limit and raising the stakes to absolute failure if you don't make it out in time.

This all makes sense within the confines of a friendly dummy run to get you up to speed, and in fact depicts a brilliant core loop that should feature in other 4-player first-person co-op games. (Once the payload's on board your employers could care less about the fleshier elements of their workforce.) Mine the required materials, dump them in the M.U.L.E., call for evac, then make it out through your own haphazard tunnel network before the dropship leaves without you. Call the M.U.L.E to you and deposit mined resources, press 3 to equip a zipline launcher and 4 to toss a rechargeable shield. Shoot the gun on the bad spiders-with you there. An opening tutorial mission does a fantastic job of conveying the basics, though-this is your pick, use it to hack away at valuable minerals and carve tunnels.
