They think it’s all Ogre
A game that fused Devil May Cry with Shadow Of The
Colossus sounded so good. It sounded like such a cool use of character action mechanics, in battles against raging, giant creatures hellbent on destroying everything in front of them. It could have been everything the doomed Attack On
Titan games weren’t, it could have kickstarted a whole new genre of action game. But that wasn’t to be. Instead,
Extinction is more like a Dynasty Warriors game… albeit without any of the charm that makes those games, in their own way, enjoyable. Actually, it’s more like one of the myriad Dynasty
Warriors spin-offs: rougher around the edges, less polished, clunky – feeling at times like it actively doesn’t want to be played.
Extinction sets you off with a very simple promise: you’re a hero with the power to kill giants. It’s hard to mess such a cool premise up, but somehow Iron Galaxy Studios dropped the ball – and from a very great height. In Extinction, you assume the role of one of the world’s last Sentinels, a soldier named Avil, who is equipped with the skills to battle an endless wave of Ravenii.
These awkwardly named monsters are a brutish, war-like race obsessed with the idea of ending humankind. The core conceit of the game is fighting these massive hulking behemoths and their endless army of minions across a rural countryside setting, defending cities and rescuing refugees stranded in the war.
First of all, the game looks like it could have released on Xbox 360: the levels are barren, barely supporting four giants in any one encounter at any one time. The ‘cities’ themselves you’re supposed to protect are sparse: a copy/paste set of models that you’ll see repeated in various configurations a good 100 times before your first playthrough is done.
Navigating this city is supposed to be a highlight of the game – you’re supposed to be an agile, nimble warrior, the only one able to take down this world-ending threat! Alas, thanks to clunky controls and a camera that never, ever wants to cooperate, you instead feel like the world’s clumsiest superhero – a warrior born with two left feet.
Jumping from building to building never works how you’d think: hitting RB is supposed to rappel you to surfaces or trees or even the ogres themselves, but thanks to the slipshod controls you end up being jerked around with the camera desperate to keep up, operating with all the grace and dexterity of a tugboat.
One of the game’s main traversal mechanics comes in the form of bouncing from surface to surface