
Most games' cover systems are ignorable, but The Ascent's benefits even the tankiest characters. Regardless of the loadouts you choose, two simple mechanics are at play: Crouch behind cover to protect yourself and aim high while crouching or standing to deal with different enemy types. When your weapons do work, the gunplay in The Ascent is commendable. It's a good thing The Ascent gives you plenty of loot options, because some of them simply don't work nearly as well as their descriptions suggest, assuming they work at all. Some enemies – particularly the shotgunners – were simply untargetable by my normal weapons, too, and could only be killed by AOE abilities. Automated turrets similarly chose not to target any enemy at times, though they did prove to be nice distractions. Even when it backed someone into a corner and attempted to clobber them, the enemy simply never registered any damage had been taken. My mech never really could get the hang of attacking, however, and would instead swing wildly and miss enemies. After building my character's stats up to be a high-health, cybernetic-minded damage sponge, an automatic melee mech seemed like the perfect companion to take up one of my ability slots. Whether because of bugs or lackluster effects, loot occasionally felt underwhelming, too. It was only memorable in the sense that it continuously made it difficult to get excited for whatever else The Ascent offered. It was probably one of the game's more memorable moments, but it wasn't one I got to experience. Reloading the game put me outside the boss arena with a few enemies around to confirm that enemies were indeed supposed to be spawning.


No enemies appeared until I arrived at a boss fight where the boss didn't spawn after a cutscene which was finally a confirmation that something had gone wrong. I walked through a door and was told through urgent voice comms to make sure he didn't get away. The bad guy puts a bounty on your head, and as the music heightens, you brace for a fight in the club to the tune of crashing music and pulsing lights so that you can stop his ship before it leaves.Īnd then … nothing.

One moment, for example, put players in a nightclub setting following a cutscene of hordes of gyrating clubbers, busy bars, and a big baddie surrounded by intimidating creatures.
