Taking the reins of a wizard, Toby (my cooperative partner on this demo) was a figure with a shield/sword. I was experimenting with my controls, finding them to be quite intuitive—especially for fans who love Souls-like games. This made the cat and mouse combat that I love so much a reality. I was instantly filled with joy that only the burning of an enemy could correct. Toby knew what was needed and we took our path on the Ratkin’s story path. This first run revealed the Ratkin trying to invade the city displayed in the first image. This will be the location where most of the game takes place and is controlled by the Naboru. Exploring this detailed area was initially very exciting until I turned a corner and got 7 arrows to the chest from Naboru soldiers. It gave me and Toby a quick laugh as I realized we were trying to be stealthy, but this was a revealing moment since my character had died and I chose to self-revive. Since I chose to self revive this forced my character to revive with even less health than normal. I learned that if you used your companion to revive you within an allotted time you regain all of your health back. You will find this to be tough in combat since the revive timer is around 10 seconds making it impossible to just spam revive.
Not concerned at all with such a small encounter, Toby and myself continued until we were able to see a Ratkin General about to be executed in the middle of the stone roads. We couldn’t do anything about it since we saw it from far away, but Toby made a point to keep it in mind. Continuing along, we did some simple fights. While I played in the back launching fireballs, he would play upfront slicing out enemies. My favorite encounter was the one when I locked onto Toby and through his character amplifying a magic shield and I elected to shoot him creating an amplified spell. This was phenomenal as he was just deflecting and I was able to launch fireballs around the corner. This was the teamwork I was expecting to see when I was told that the game focuses on providing tools for a fun cooperative experience. Shortly after, Toby wanted us to go again, but this time start from the perspective of the Naboru. The Naboru are the opposing faction in the game.
My encounter with the Naboru was not as much combat but a more display of the story that can come from the branching narrative. The queen of the Naboru meeting my character was initially distant but when looking over the rail that she stood near, we saw that saw Ratkin General from the other playthrough. The Queen shortly after has a discussion with us asking us to represent her and kill the Ratkin General. This was interesting since it was from before he was defeated in combat and we see him healthy screaming from below for a challenger. I believe this to be an excellent example of replayability in this title, showing the ability to mess with timelines in different paths is fantastic. On this run, I was also switched to a melee class which was nothing too crazy but Toby wanted to share a new shocking toy. His character was switched as well, one with the ability to create an electric tether between himself and me. This ability would damage any targets that would touch it, some of course not having the choice as I rushed them. All of these skills would lead to an amazing boss fight with the Ratkin General. Since the game is Souls-like it required quick dodging and precise weapon attacks. Toby and I had to work together, even with one of us falling in battle the other would distract the general to let the other run quickly back. Through some trial and error, we completed the demo of the game by defeating the Ratkin General – funny enough right after he is defeated the player is given the choice to complete the kill or let him run to save his race(got to love the ability to switch story tracks).