Cult of the Lamb Review - A Cult Classic

Cult of the Lamb Review – A Cult Classic

Nine times out of 10, being a lamb led to the slaughter is not the best position to find yourself in. That tenth time, however, is while playing Massive Monster’s Cult of the Lamb, a delightfully demented roguelike that combines fast-paced dungeoneering, bold art, dark topics, and real-time simulation elements to create a one-of-a-kind experience. It couples two popular genres and smartly avoids their potential pitfalls while showcasing the best things they bring to the table. Take all this and add a simple but engaging narrative, and you’ve got a cult classic game well-worth playing.

Cult of the Lamb begins at our poor, titular lamb’s end. After walking down a narrow stone corridor, you are greeted by robed cultists and The Old Gods: four monstrous beings to whom the inhabitants of this strange land are (mostly) loyal. As it turns out, this little lamb is the last of its kind, having managed to evade death while the rest of its fluffy friends were culled. The Old Gods reveal this was due to a prophecy that a lamb would be the one who would lead to their undoing, destroying the Old Faith and unleashing the one thing they fear most: The One Who Waits. The Gods instruct their followers to dispatch you quickly, but little do they know this is precisely what the prophecy demands.

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Now Playing: Cult of the Lamb Video Review

Upon being killed, you meet with The One Who Waits, an all-powerful god who we learn was betrayed and imprisoned by the other four. After your meeting, he makes you an offer: start a cult in his name, and he will both bring you back to life and gift unto you his former powers via the Red Crown. After you accept, you are sent back to the world of the living, where you meet with The One Who Waits’ former cult leader, Ratau, who leads you to the site of your up-and-coming commune. From this point, the game divides into two main sections: exploring dungeons and managing your cult, both of which are closely tied to one another.

There are four main dungeons in Cult of the Lamb, and each of these domains is led by one of the Old Gods. Each also contains features, resources, blueprints, follower forms, and enemies unique to that area. The dungeons are composed of a series of randomly-generated location types arranged on a webbed map, allowing you to evaluate their icons and choose the path you wish to follow. The most common types are combat areas, which are denoted on your map by a sword icon. Each of these areas is made up of a handful of randomly-generated rooms, occupied by monsters or, if you’re lucky, a mysterious figure weidling tarot cards that grant you various boons. Other types of areas include ones filled with resources for your commune, shops, a character issuing you special challenges–such as “don’t take damage in the next three rooms”–story beats, malevolent pentagram chambers, and new followers.

Your main objective while exploring these dungeons is to reach the end four times–slaying a different mini-boss each time you accomplish the feat–and then ultimately facing off against one of the four Old Gods. Upon finishing them off, all enemy units grow stronger, a new boss enters the final area, and you gain the ability to venture out repeatedly instead of having to return to your cult after each expedition–adding some major replayability and giving you the chance to grind a bit when later areas prove challenging.

While Cult of the Lamb has a fair amount of options that make it more approachable, it is inherently a fast-paced and challenging game. Though enemies tend to have predictable move sets you can pick up on fairly quickly, rooms can quickly become over-crowded thanks to additional monsters spawning and all the various long-range attacks more elite units will throw your way. Dodging is vital to staying alive, and if you’re playing on PC, I highly recommend assigning it to a button on your mouse–unless you want your space bar to also be a sacrificial lamb as well.

Not only that, but like most roguelikes, a great deal of the game is dictated by chance. You have no choice in what weapon and curse–a special attack fueled by fervor you collect from killing enemies–you begin each expedition with. While swords and axes might offer pretty standard speeds and attack rates, daggers are considerably weaker but attacks are quicker and battle-hammers are so slow you have to click twice to use them–though they do pack a big punch. This randomization is a big factor in what can be some broad difficulty swings, but it also creates a lot of rewarding moments when you overcome the drawbacks you can face.

I finished my first playthrough of Cult of the Lamb on normal and was faced with a bit of resistance toward the end of the second area, which ultimately pushed me to be more thoughtful and patient going forward. However, there are a few instances where you might bump into difficulty spikes and have a hard time accumulating resources, leading to skill stagnation and, as a result, difficulties on expeditions. Course-correcting isn’t too painful–I began to revisit dungeons and go to resource-filled rooms rather than ones filled with enemies or followers–but these moments can be frustrating.

In addition to normal mode, I tried the game on both easy and hard modes to get a feel for what the differences were. I was happy to find that, mechanically, everything stays essentially the same regardless of what difficulty you are at (though admittedly I didn’t test out the fourth and most challenging difficulty). What is impacted by difficulty is the size of enemy health bars and the resources you are given, which makes it rewarding to play on a lower difficulty in order to learn the ropes and improve before ramping it up. If you do find the game getting easier for you–or are feeling overly challenged and need a breather–you can change the difficulty back and forth at will.

Cult of the Lamb couples two popular genres and smartly avoids their potential pitfalls while showcasing the best things they bring to the table. Take all this and add a simple but engaging narrative, and you’ve got a cult classic game well-worth playing

Also included in the options you can quickly adjust are a few helpful accessibility settings. In the game’s menu, you can reduce camera motion, screenshake sensitivity, and the dithering fade distance–all of which can help those who might have motion sickness or particular visual impairments. You can also scale the text larger and turn off animated text, making the game more legible. Last but certainly not least, you can toggle flashing lights off, which is a great feature for those who might have epilepsy or any sort of light sensitivity.

While a substantial portion of the game takes place inside of dungeons, equally as important are the grassy plains you call home. It is here you are tasked with creating a little slice of paradise for the woodland creatures who call you their leader. This includes ensuring they have places to sleep, food to eat, and, uh, a sanitary environment. While you might be on the top of the social hierarchy, let’s just say it doesn’t quite feel that way when you are serving your cultists meals and scooping up piles of bodily fluids. Regardless, once their basic needs are met, your followers will happily work for you, gathering wood and stone as well as generating devotion, which in turn helps you upgrade and decorate your compound.

Also incredibly important to your cult’s success is their overall faith in you. Your faith meter is impacted by how victorious you are on your expeditions as well as how you treat your followers. Interrupting your followers while they are having discussion with one another can cost you a few faith points, whereas conducting a ritual in your temple involving animal sacrifice might cause mass panic and disdain. This forces you to find a balance between keeping your cultists happy and indulging in selfish acts that increase your strength. If your faith drops too low, your less loyal followers might start to dissent, sowing seeds of doubt and chaos throughout the cult. You can stave off a potential coup by attempting to re-educate dissenting followers, but this is a slow process. You also have the option to imprison them or even take ’em out back and finish them off, though the latter might lead to even more discontent.

Now, you might be wondering what just about every character in this game is wondering at any given time right now, “okay, sure I want my cult to thrive, but what’s in it for me?” The most important building in your commune is your temple, which is where you can acquire all the upgrades that will help you on your expeditions. If your cult isn’t happy, you won’t be too happy either as the game progresses. At your temple, you can conduct daily sermons that fill up a meter, ultimately unlocking permanent dungeon upgrades. These include things like increased attack, starting off with higher-level weapons and curses, and receiving new types of weapons, such as ones laced with poison or that resurrect the enemies you kill as vengeful spirits keen on helping you.

In addition to giving sermons, you can use the temple atlar to declare doctrines, change a few key pieces of your build, and conduct rituals. Declaring doctrines is where you see the greatest amount of player choice in the game, as you can decide whether you’d prefer to be loved or feared by your followers. There are five categories of doctrines you can choose from, each with four guiding questions that shape how your cult functions. For example, one of these categories is life and death, and poses queries about how you wish for your followers to view dying. You can choose to place importance on burials, or take a more economical stance and turn bodies into fertilizer.

Interestingly enough, the game actually gives you a lot of room to exert some level of benevolence. Sure, you might be a violent, pseudo-dictator at the head of a budding theocracy, but you have a fair bit of control over how you treat the people who follow you. If you have no desire to sacrifice your cultists to the tentacled being that lies below or to use them for personal gain, you don’t have to. You can assure your followers there is life after death, help them ascend to heaven, ensure they eat and sleep well, and even give them days of rest. Best of all, it never feels as if you are punished or placed at a disadvantage for playing this way. As a person who struggles with selecting the “renegade” option in any game, it was refreshing to see that either playstyle was completely viable and being grotesquely power-hungry didn’t necessarily equate to being grotesquely powerful.

Beyond the stretches of your compound are a few other special locations, with both a dice and fishing mini-game tucked away in them. Despite how many pieces and systems there are in Cult of the Lamb, they come together in complete cohesion. Not once did I feel overwhelmed by all its moving parts, nor did I ever feel like what I was doing was repetitive. Every mechanic, skill tree, and system comes together to harmonize with the resource collection, management, and combat aspects of the game.

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Also working in harmony is the game’s art direction and dark-yet-playful tone. The woodland creatures that make up Cult of the Lamb’s cast of characters resemble Saturday morning cartoon characters, albeit with ritualistic markings adorning their cute and cuddly forms. The game uses color masterfully, with certain palettes designated to certain areas yet remaining rich and vibrant throughout the game. Your commune and neighboring areas, for instance, tend to use more naturally occurring colors, while locations associated with the occult favor deep reds and mystic purples. Adding to the supernatural element of the game is how its animations almost breathe, pulsing, strobing, and dithering with your gameplay, adding an almost haptic sensation. The upbeat-yet-unnerving music is sickly sweet and creates a distinct contrast between the cute visuals and the undercurrent of impending doom–the appropriate vibe for a cult. These jaunty tracks are successful in blending into the background–which is incredibly important in titles with inherently repetitive gameplay–while also being memorable and suiting the overall tone perfectly.

Lastly, while a plethora of recent games might have more poignant things to say about death, Cult of the Lamb offers a fun and more light-hearted take on the subject, leaning more into chaotic nihilism. The bulk of its focus is instead on the acquisition and transfer of power–as well as how easy it is to lose it. Naturally, these themes take the game into some dark places, but it manages to do so without ever feeling like it’s trying too hard to be edgy.

All of these elements come together to solidify Cult of the Lamb as a standout title in both the roguelike and simulation genres, as well as a one-of-a-kind entry that exists in the middle of them. Whether you are exploring the dungeons or expanding your cult, the experience is enjoyable, challenging, and more than a bit demented. With how surprisingly dense each of these parts are, the fact that all the pieces come together as smoothly as they do is a triumph.

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Indika Review – The Devil Makes Three

Indika is a hard game to define. It looks like a horror game, but it’s not scary–at least not in the conventional sense. It plays like a third-person puzzle game, but most of the puzzles don’t require much thought. What Indika definitely is, however, is a fascinating psychological examination of faith and doubt that’s supported by remarkable visuals and mature writing. Occasionally, its ambitions get a little unwieldy, but developer Odd Meter’s decision to take on these heady themes and confidently explore nearly all of them is an impressive feat.

You play as Indika, a nun tormented by a demonic voice in her head, as she travels across a nightmarish interpretation of 19th-century Russia to deliver a letter. Most of the game consists of traveling from point A to B, solving a few puzzles, and watching cutscenes, but within these tasks are moments of introspection and self-discovery. Along the way, she meets an escaped convict named Ilya who claims God speaks to him. What ensues is a nuanced exploration of faith and doubt, love and hate, and pleasure and suffering. Both characters believe in the same God; rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith. This specificity allows Odd Meter to delve into different shades of Christianity and examine how the same texts, rituals, and prayers can be bent to ascertain different meanings.

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These frequent philosophical exchanges could have easily come off as overwrought or self-indulgent, but all these musings are in service of the characters and their development over the course of the story. For example, Indika tells Ilya she joined the convent of her own volition, but because her decision was fueled by emotions and experiences that were out of her control, can she really say she became a nun through her own free will? Ilya challenges this notion, and declares that free will is how we rise above our biological dispositions. Reflective conversations like these are key to Indika’s character as she grapples with her faith and attempts to make sense of her life.

It helps that Indika is portrayed by the fantastic Isabella Inchbald, and Louis Boyer embodies Ilya with equal confidence. There’s a raw authenticity and conviction to their performances that bring both characters to life. You can hear the fear and doubt in Indika’s voice and the desperation and hope in Ilya’s. Meanwhile, Silas Carson’s portrayal of the devil is humorous, sadistic, and cordial in his demeanor as he deftly narrates the action. While the writing and acting are great, they are occasionally undermined by awkward animations. Sometimes the action will look a bit too robotic, or dialogue won’t quite sync up with a character’s mouth. These are minor issues overall, but sometimes it was just enough to take me out of a scene.

Nevertheless, Indika is one of the most visually arresting games I’ve ever played. Developer Odd Meter uses framing, color, and lighting to achieve a look and feel that is rarely seen in games. Wide-angle shots often distort Indika’s facial features and warp the background to give the experience a voyeuristic feel. The framing, meanwhile, consistently impresses as it accentuates the action and world. In one section, after being chased by a wolf the size of a truck, the beast takes a tumble and wedges itself in a water wheel. What follows is a subdued conversation between Indika, Ilya, and the devil in her head about whether or not a beast can be sinful, as the camera tracks the dead wolf being dragged underwater by the water wheel. It’s a macabre scene given the context alone, but the stylistic choices allow the tone to meet the moment more effectively than a standard shot/reverse shot conversation would.

Rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith.

These choices aren’t just for show, either. They are bold and sometimes jarring creative decisions that reflect Indika’s inner turmoil as she travels across Russia. There are sections where the world–at least from Indika’s perspective–is split in two. When this happens, an oppressive and discordant synth kicks in as hellish red light soaks the scene. Through prayer, Indika can reforge the world around her and suppress the chaos. To progress, you–and by extension, Indika–must rip apart and merge her world by alternating between Indika’s cacophonous hell and her quiet reality. Although rare, these moments give weight and meaning to Indika’s gameplay as they leverage Indika’s themes of faith and doubt.

The same can’t always be said for the game’s puzzles, though. Most are simple and mundane: Move some boxes around, manipulate a crane, and strategically align lifts and elevators. Puzzles like these make sense in the early hours, as the game familiarizes you with Indika and her menial life. But as her world expands, these bland puzzles start to feel tonally and narratively incongruous as Indika struggles with her faith, especially when some puzzles literally let you tear the world apart, while others have you shove a box around.

With these criticisms in mind, it may seem like this story would be better told as a film or book. What’s fascinating, though, is that Indika clearly understands the medium it inhabits. It brazenly leverages video game tropes to elevate its themes. You’ll earn points for acts of faith, such as performing the sign of the cross at crucial moments, lighting altars, and collecting religious texts. You can then use these points to unlock skills that increase the amount of points Indika can earn. The thing is, these points do nothing. The loading screens even tell you they are useless. They have no discernible value and are simply a shallow way to measure Indika’s faith.

Yet, I didn’t want to miss any of it. I lit every altar, collected every text, and mashed the sign-of-the-cross button (yes, there’s a button) at every opportunity. It’s almost silly to gamify this stuff, but putting Indika through the motions as she builds up an arbitrary “faith” score while she’s actively questioning her faith is brilliant. I grew up religious. I went to church every Sunday and attended Catholic school. There was a distinct period in my life when I was questioning my beliefs, yet I still held on to some of those ingrained rituals. There was a quiet guilt that I couldn’t expunge: a feeling that could only be alleviated by going through the motions. In a way, it feels like Indika is using the language of video games and my understanding of them to reinforce her feelings of faith and doubt. Indika is about the internal struggle of a nun who isn’t entirely sure what she believes anymore, but seeing her cling to tradition–through my actions–is powerful.

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Although Indika does an excellent job exploring its themes of faith and doubt, there’s one subject the game doesn’t handle with the care it requires. In one particular scene near the end of the game, it touches on some uncomfortable territory that–depending on your interpretation of the story and its themes–might feel unnecessary. Up until that point, the evil that exists in the world feels intangible and theoretical. Indika and Ilya talk of hell and demons, but it always feels distant, almost as if God is protecting Indika on her journey. That is, until the final moments of the game, which allude to a sexual assault. The reasoning behind this scene is to test Indika’s faith, but as it stands, the scene in question feels like a means to an end rather than something Odd Meter wanted to properly explore.

Given the Catholic Church’s long and pockmarked history of sexual abuse, it makes sense that it plays such a critical role in Indika, but it’s not examined with the care that is necessary. The scene and what follows are clearly intended to elicit a lot of different emotions and speculation, but when those knee-jerk reactions stem from something so traumatic, it feels unearned. It’s almost as if the game wants you to move on as quickly as it does, which stands out as unusual in a game that is otherwise very thorough in its interrogation of sensitive subject matter. To be clear, Odd Meter doesn’t botch this scene entirely. Atrocity is often the most difficult test of faith, and they had the good sense not to show the assault itself. However, once the scene ends, it feels like Indika is barrelling towards its conclusion, while I was still trying to make sense of what just happened.

I’m often frustrated when developers lean on religious iconography but fail to explore faith in a meaningful way. Some of the greatest works of art exist because of religion, either as an exploration of it, a testament to it, or a denouncement of it. Human history is inextricably tied to religious faith. Yet, outside of a few exceptions, games tend to avoid commenting on religion without obfuscating it behind fake dogmas and fantastical gods. Indika’s direct examination of Christianity allows it to better explore the gray areas of religion and faith that are often lost when the recognizable specifics are swapped with allegorical fiction. And while the execution occasionally falters, its willingness to grapple with these difficult themes, and the conclusions it draws, make Indika a fascinating journey.

Endless Ocean: Luminous Review – Hope You Really Like Fish

Between the advent of cozy games, farm sims, rhythm games, narrative adventures, and more, we’re in something of a golden age of non-violent games. If you want to take a break from shooting and punching and instead just relax with some chill vibes, you have myriad options available to you. Endless Ocean: Luminous is an aquatic take, letting you freely explore the ocean with no danger or violence to speak of whatsoever. It sometimes straddles the line between game and edutainment in ways that could be engaging, but achingly slow progression and a lack of realism leave it feeling washed up.

Scientists say only 5% of the ocean has been explored. The name Endless Ocean, and the unexplored nature of the ocean itself, suggests an incredible degree of possibility and adventure. In practice, though, there actually isn’t all that much to do in Endless Ocean: Luminous. You can take part in a Solo Dive, in which you explore a seemingly randomized map; a Shared Dive, which is just a Solo Dive with friends exploring the same map together online using Nintendo’s Switch Online service (complete with its usual shortcomings); and Story Mode, which gives you short missions consisting of objectives accompanied by a little dialogue.

With this dearth of options, its approach to progression gating further compounds the lack of variety. After the first handful of story missions, the others are locked behind scanning ocean creatures in Shared or Solo dives. To scan you just hold the L button in the direction of sea life until the meter fills, which then gives a detailed look at the creatures in your scan. But the progress gates are set so absurdly high that the novelty wears off quickly. One of the earliest gates is set at 500 scans, which felt high but reasonable. The next was at 1,000, so I had to get another 500. That rubbed me the wrong way. By the time I reached the next gate, set at 2,000–meaning I needed another 1,000 scans–the chill vibes were gone. I was just annoyed. It’s hard to overstate how frustrating it is to spend almost an hour roaming around a randomized map scanning fish, only to exit the map and find I’ve only gained another 200 pips toward my next story goal. Plus, judging by the creature log, there are just under 600 species of sea life total in the game. Why would you need to scan 2,000 times to see a mid-game story mission?

Not that there’s much story to tell. You’re a new diver accompanied by an AI companion, exploring phenomena of glowing fish, and sometimes you’re accompanied by a brash (but actually cowardly) fellow diver named Daniel. The story missions are short and largely uneventful. Sometimes they end so quickly that I was genuinely surprised. Other times, they feel like a glorified tutorial, which makes it that much stranger to gate it behind so much free-roaming playtime. At least one of them is just a cutscene with no actual diving gameplay whatsoever. Occasionally, the story mode will deliver something unexpected and fun, like a massive or fantastical species of fish, but those moments are few and far between. There is a meta-story involving an ancient relic with 99 slots, which you fill in by discovering certain artifacts scattered randomly throughout dives or by fulfilling achievement objectives, but it feels more like a busywork checklist than a real story-driver.

And because the scanning requirements are so excessive, small inconveniences feel more impactful than they should. It’s easy to pick up a fish you’ve already scanned while trying to register a new one. Every time you scan any fish, it zooms in on them for a moment, forcing you to hit B to back out of the detailed view. If you scan multiple species at once, they’re grouped in a listing together, which is meant to be a convenience feature–but new species aren’t prioritized in the list, so you need to scroll down to find any with a “???” designation to mark them as discovered. If you don’t, the unidentified fish remains unidentified. If you scan a large school of the same fish, they’ll all be listed separately. In Solo Dives, the map is slowly charted in segments as you explore, but keeping an eye on the map to make sure I was filling in the little squares meant I could fail to notice a fish swimming by, or I could miss a depth change that may reward me for diving deeper.

Your dives get you experience points to level up, which increases your dive capacity, which you can use to tag sea creatures to swim alongside you. At first, these only include the smallest of sea creatures, but as you build capacity, you can swim with larger ones that are used to solve riddles. A stone tablet might challenge you to come back with a particular type of turtle or a fish that “sails as it swims.” Even then, though, the solutions are too rigid. When I returned to the tablet with a “Sailfish,” nothing happened, presumably because it was not the specific solution the riddle had in mind.

A Shared Dive in Endless Ocean: Luminous

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In addition to story progress and dive capacity, leveling up also opens new but severely limited tiers of customization options. Those include palette swaps for your diver or individual SCUBA suit parts, different stickers to apply to your profile, and emotes. There isn’t even a different helmet or mouthpiece, just the default in different colors.

It feels as if the goal was to create a virtual, interactive aquatic museum, and the variety of sea life does support this nicely. It actually is exciting the first time you see a new species of sea turtle or an extinct megalodon shark, even if you know that it can’t hurt you. But the mechanical underpinnings get in the way of its potential as a museum too. For example, every species of fish has a blurb with some interesting marine facts, complete with a reading of it from your AI companion. This could be a cool and educational feature, but when you’re pressed to perform thousands of scans, it’s hard to bother listening to every blurb. There also isn’t an indicator for when you’ve already heard a blurb, and since you’ll see species repeated a lot, it’s nearly impossible to remember which ones you have or haven’t heard–even if you can tell dozens of roughly similar-looking fish apart, which I can’t.

In part due to its non-violent nature, Endless Ocean does not present the depths very realistically, even to my layman’s eyes. Your oxygen is unlimited, and you don’t need to worry about temperature or depth. You’ll never freeze or get decompression sickness or drown. More aggressive species will never attack you. Species of fish seem to be scattered more or less randomly around the map, which leads to oddities like finding large-scale creatures in shallow waters, or discovering deep-sea dwellers in middle-depths instead of the deepest, almost pitch-black parts of the ocean where they actually reside. And while this is likely a limitation of the Switch hardware, the fish, coral, and ocean floor themselves aren’t rendered photorealistically enough to instill a sense of awe and majesty.

It seems Endless Ocean wants you to spend most of your time diving with friends to pass the time. The Shared Dives option is the first one on the menu, after all, and it is easier to fulfill the simple procedural objectives when you’re paired with other divers. But like most Switch games, you join friendly games using a digital code, and there isn’t built-in voice chat, so you can’t really treat it like an underwater virtual lobby. Even if you could, though, scanning fish with your friends would not sustain the group fun for anyone but the most devoted of sea-life enthusiasts.

Endless Ocean: Luminous could have been a realistic SCUBA sim with all the treacherous hazards that real underwater divers need to consider, a relaxing chill-vibes game that’s mostly about finding fish with your friends, or a story-driven game centered around discovering awesome and even extinct underwater beasts. It has pieces of all of those, but it doesn’t commit to any of them. Instead, it takes the enormity and glory of earth’s largest and most mysterious region and turns exploring it into a dull, repetitive chore.