Stupid Never Dies PC PS5 release

    yazan Advait: Devil May Cry

    GP Track 50's Stupid Never Dies lands on PC and PS5 October 21, just in time for Halloween. You play as Davy, a cowardly zombie trying to save a frozen woman he's never even spoken to. The game mixes Persona visuals with Devil May Cry combat mechanics from ex-DMC devs. Demo runs use timed dungeon dives where failing actually helps you progress, giving it a roguelite feel. Combat features a stupid parry that blocks hits but still deals recoverable damage, which you can heal by biting monsters. Biting also lets you steal abilities like Werewolf Style to unlock wall jumps. There is no lock-on targeting system, but the fun stays intact without it.

    Metin dökümü (en)

    Toilet travel. No, I'm not talking about my experiences potty training a three-year-old. This is Stupid Never Dies, an action RPG from GP Track 50 launching on PC and PS5 October 21st. You play as the cowardly zombie Davy who's on a mission to save the love of his life, a frozen woman he's never spoken to. It looks a little like Persona and plays a little like Devil May Cry, ex-DMC devs did work on this game, but the result is an absolute absurd ride that holds up as its own thing. The game demo consisted of timed dungeon dives before returning to the surface, pushing you to decide whether you want to risk it and go deeper, or play it safe, although even failed runs help you grow stronger for the next attempt, giving the whole game a very roguelite element to it. Combat was fun, with the parry system being an absolute highlight here. The stupid parry, as it's called, blocks attacks, but you still take recoverable damage as opposed to completely protecting Davey. That could then be recovered through biting the monster, creating a system that is forgiving enough to encourage risk-taking. Davey also uses the bite to take enemy abilities like a zombified Mega Man. One example we found, Werewolf Style, was equally useful outside of combat and opened up wall jumps to reach new areas. The only issue we really had in our playthrough was a lack of lock-on targeting system, but truth be told, the longer we played, the easier that was to ignore. Not that we didn't miss it, but not having it didn't get in the way of the fun. And this demo was, in fact, fun. By the time we got to the end, we were ready for the full game to launch October 21st, just in time for Halloween. I'm not much of a horror guy myself, so I'm excited for this spooky coded adventure to drop this fall. Are you? Check out the demo and let us know if you plan on picking this up for yourselves.