
To resurrect minions, an entire arbitrary section of enemies must be killed, but frequently we noticed immortal enemies, or turned minions who refused to join their brethren. Minion AI frequently finds itself stuck into the map’s geometry, has trouble reaching a pesky escaping enemy, and gives way to numerous bugs we experienced in our time with The Unliving. Levels represent yawning maps which split off into cul-de-sacs of enemies, rewards, and ambushes en route to a dynamic finale, creative encounters which should not be spoiled. Unlike beloved RTS games of the past, players can’t group-select or set up individual squads it’s all minions or nothing, and their individual AI is uninspiring to say the least. There are quick-keys and prompts to expend minions which are near-death (all minions continually lose HP, even when idle), but precise gameplay means hovering the mouse cursor over specific ones who are well positioned in the fray, which is fidgety and clumsy at the best of times. The Unliving's tutorial never outlines the exact demands of the game, such as the fact that the player’s expendable minions will need to be constantly sacrificed for special attacks during combat. This means that the first few hours of gameplay can be both confusing and incredibly tedious, which makes the crooked road to mastery frustratingly vague. That presents a lot of incidental resources to keep track of, and The Unliving’s paltry tutorial does a poor job of explaining how these different elements interact, let alone in what ways they can be made most useful. In addition to left-clicking foes and right-clicking to amass the horde upon them, there are a few spells, most of which require a resource called lifeforce, as well as echoes, bones, and blood the latter three continuously drop from dead enemies, but cannot be collected or stored.

The necromancer protagonist can also attack foes directly, but it will take more than a few upgrades before the primary fire feels like anything stronger than a peashooter. Players can resurrect dead mobs with the “R” key, activate randomized boons for resources or new powers, and begin their slow crawl towards a larger army by defeating enemies to bump up the roster. Gameplay usually begins in the Blighted Isles, a starter area that – like all of The Unliving’s apparent levels – is always treacherously enormous. Related: The Callisto Protocol Preview: Potential For A Sci-Fi Horror Knockout The story is unexpectedly deep and difficult to summarize, but it’s part amnesiac quest, part revenge and empowerment journey, though certain stations in the hub still appear placeholder at this point of early access. Returning to the hub between deaths becomes quite fun, scoping out what other lore nuggets are made available in between spending resources on upgrades. The Unliving’s narrative portions are remarkably fleshed out and detailed, modeled after Hades’ flourishing hub narratives, with beautiful character portraits and some darkly funny writing.
