The Last Faith feels like a good cover of a song you love, or a solid genre movie that isn’t going to push any boundaries, but will scratch an itch for digestible, reliable entertainment. If you like 2D platforming through big, non-linear maps that open up as you unlock new ways to maneuver around their obstacles, grinding through chaff that can be surprisingly resilient and clever on your way to big challenging boss fights, and a dark world fresh out of an apocalyptic event that needs your help to save whatever’s left of it, then this game is for you. It plays all the hits respectably, and even adds a few of its own flourishes, like an armory of clever weapons and flashy spells. But it does not over achieve, and is often a reminder of how much more special the games it’s clearly inspired by are in comparison.
I'll be honest with you: by the end of my 15-hour journey through The Last Faith’s snowy cities, fetid crypts, and dilapidated manors, and seeing two of assumptively many possible endings of the tale, I had no idea what had just gone on. The story starts where most games inspired by the Souls games do, with some entity from outside of this world granting the worst people in it some measure of super power, and they use it in a way to deify themselves while condemning their surroundings and everyone else in them to a waking nightmare. I’m sure a studious and determined YouTuber is going to comb every item description, line of dialogue, and pixel of background art and connect them with enough red string to knit a sweater in order to make its vague and puzzling story make sense in the future, but once it became obvious to me that this game was committed to the frustrating obfuscation its plot, I lost all interest in
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