Game review: Let It Die for PS4

Y’all, I want to apologize for this review taking so long, and for not being able to finish Let It Die. I have only nine floors left to reach the end, and yet the thought of playing even one more time fills me with a creeping boredom so intense, I was making up house chores to avoid playing. I have fallen asleep while playing despite having just had a nap. The grind is so dreadfully boring that I actually went back to play Bloodborne, a game I swore I wouldn’t start over because the grind was so dull. I just reached a point where I said to hubby, “If I’m going to be grinding for days on end against cookie cutter clones, I should at least get rewarded with unique boss fights every now and then.”

Before I go on, I want to say that the makers of Let It Die quite often patch the game both to fix problems and to add different events. This has also made reviewing it harder because a lot of what bugged me when I first installed the game was fixed only a couple days or weeks later. This might seem like a good thing, but even the patches create their own problems that I’ll get to later. But I bring this up because within a month of this review going up, it’s possible some of what I’ll criticize won’t be in the game anymore. If you pick it up later and want to comment, “Nuh-uh Zoe, that isn’t how it works,” I’ll rebut that it was how things were when I played, and the patched version you have fixed it.

But I’m relatively confident that the game’s biggest problems cannot be fixed, and that’s the monotonous grind combined with an overly repetitive design.

Oh, also, this is a very long review. Consider this a fair warning that you’re gonna be here a while to finish this post.

Let’s start off by examining the game world and its positive points. Let It Die is a very meta game. You’re in an arcade in hell, playing a game set on Earth after an apocalyptic event known as “The Earth Rage.” This apparently jams some continents back together or sank a few, and in Japan, a giant tower of buildings grew out of the rubble. This “Tower of Barbs” has become an iconic site of pilgrimage where people try to climb to the top to find…something. Nobody even really knows what’s at the top. They just want to climb it because “it was there.” (I’m not being sarcastic, and that’s actually a philosophy of some mountain climbers. So I’m not faulting the game for its premise. It seems legit to me.)

When you load up the game for the first time, you find a lot of clone bodies piled in mini-mountains, clones much like yourself, and that right away sets the tone of your journey. You are not a chosen one fabled to make this ascent. You are one of a million entrants to a contest that has seen many, many losers, and very few winners. At the conclusion of the initial tutorial, your character is shot in the back without much ceremony, and you are invited to try again by “Uncle Death,” the wacky Suda 51 version of the Grim Reaper who wears x-ray glasses and rides a skateboard because…because.

Then once you start the game properly…the tutorial continues. This almost put me off the game, the constant intrusion of yet more envelopes hanging off of balloons to tell me how to play. Once they finally went away, I…almost gave up because of the “multiplayer” side of the game. I’ll get to that later.

But first let’s go over the combat, which is the main reason to stick around and try the game out. And hey, it is free, so there’s no harm in seeing if it works for you or not. At the start, you have to pick up weapons from the fungal-infected clones wandering the floors because the shop in your waiting room has nothing to sell you. The weapons you pick up will have almost no durability to sustain them in a fight, and this makes you switch frequently every time something breaks. In this way, it’s a bit of a learning process that shows you what each weapon can do and allow you the chance to decide what weapons and fighting styles work best for you. During this early phase, it’s best to play the field and try everything.

You can equip a weapon in each hand and use the trigger buttons to attack. This does not lead to any crazy left-right combos, though, so mostly you’ll equip both sides to have a backup available when your main hand weapon breaks. Additionally, you can equip up to three weapons for each hand and switch between them using the d-pad. The ability to loot a body and move a weapon directly to an available slot gives you a lot of options on hand, pun intended, so you don’t always have to play around with the inventory menu. This is a very cool feature and I liked it a lot.

There are also two-handed weapons, though at first they are even more fragile than their single-handed kin. Nevertheless try them out too, because all the time you spend with each weapon raises your mastery levels with them. Unlike Ni-OH, which uses the same idea, once you’ve gained extra mastery levels, that experience converts into extra damage and combos for every weapon of the same type, and for all your fighters. So if you die and lose a clone, don’t sweat having to level up your weapons again. The mastery levels carry over for all your clones.

There are a few guns in the mix, I think two in the early floors. One is a Magnum with a ridiculously long barrel that can be fired single-handed using the camera lock (oh yeah, let me rant about that later) or aimed two-handed. In both cases, you will miss a lot with this until you put some levels into dexterity, so I don’t recommend using it until your first clone is somewhat close to their level cap. There is a fireworks launcher that you need to use the camera lock to aim, but again, low dexterity combined with the slow speed of the “bullets” will make this a weapon to try after your clone has come close to the level cap.

Later levels grant you access to a crossbow, an assault rifle, a sniper rifle, a shotgun and, I shit you not, a baseball pitching machine. (This thing is wicked fun to use, by the way.) While the assault rifle and baseball launcher have plenty of ammo to spare, the other ranged options tend to run out fairly quickly, and this combined with their high cost makes them difficult to recommend. In particular, the shotgun has an annoying tendency to miss even at point blank range and with fully leveled up dexterity, and given that it only has twenty rounds of ammo, every missed shot had me gritting my dentures and growling “Oh fer fuck’s sake!” (Oh, and pro-tip: do level up the sniper rifle a bit, as that will eliminate the weapon sway it has when you first start using it. After the sway is gone, that gun is a BEAST of one-hit head shots.)

The controls are okay. I’m not real fond of the dodge roll and block being on the same button because I can’t block without standing perfectly still, something that isn’t a real good idea when I’m fighting more than one opponent. And like many other games, the dodge roll is iffy about whether it will roll my character back and away from an attack, or hurtling forward to take a saw blade in the face. The direction I was pushing on the left stick seems at best to be a suggestion where to roll, and it’s a gamble that quite often doesn’t pay off.

The vast majority of the enemies you fight are basically well armed zombies who have been reanimated by the various fungus molds that fill the tower’s corridors. They will run at you as soon as they see you and use whatever weapons they have, even their fists if they don’t have anything else. In a refreshing change from most games, they can harm each other, so it is entirely possible to kite a small group of clones and let their wild swings wreck their comrades. You don’t get XP for these kinds of kills, but in the early stages it’s pretty quick to reach the level cap, and after that, you don’t get any XP.

Scattered among the undead clones are…you know, I’m still not sure how to describe these constructs collectively known as tubers. The in game lore talks about a scientist who took the mangled bodies of clones and converted them into a kind of zombie cyborg. Their intended use is for fulfilling various menial services for the remaining humans, so they’re kind of a robot. But they’re also kind of a cyborg. Kind of. Anyway, let’s just call them zomborgs, m’kay?

Zomborgs come in a variety of shapes, and each one fights differently. The first type, called a “scratch tuber” in game, has a pair of forklift arms that it will sling at your clone. They’re really not that threatening, as they are very slow and they have a tendency to freeze and shudder for long periods of time.

The second type hovers around on a pair of jet engines and attacks very quickly with a giant drill, and these appropriately named hover tubers can wreck you many times over until you sort out the best pattern of dodging and striking only after they’ve gotten their drill bit lodged in the ground. (I do find it kind of sad how a zomborg with two jet engines has a pathetic jump animation when it needs to climb platforms, but this is common to a lot of games where an enemy who should be able to fly is somehow still forced to remain on the ground due to bad video game logic.)

There’s a bone tuber who attacks with a fan of lightning fast blades attached to its fingers, and it can curl those blades around its upper body, rendering them invulnerable to your attacks. It can hurtle forward with alarmingly fast motion to put itself right up in your clone’s grill, or it can roll up in a flashy Metroid-type ball and slam your clone to the ground and knock off a huge chunk of health.

There’s a bullet tuber who has a machine gun sticking out of its chest that also has a flame thrower added for extra chuckles. (But I have to ask, why, for the love of God, are they wearing red high-heeled shoes? Because sexism, that’s why. Ugh.)

And then there’s the reversal tubers, who…no, I’ll just let you discover the joys of fighting those hulking brutes on your own.

You will take a lot of damage on each floor, so luckily for you there’s a variety of mushrooms and critters to eat and recover health from. I gotta admit, some of the critters are so cute that I felt bad for eating them. I got in the habit of apologizing to the frogs and mice I had to eat. (Silly, I know, but they are pretty damned cute with their little crowns of mushrooms sticking out of their heads.) As for the scorpions, lizards, turtles, and snails, fuck those evil assholes. I chomped them all to death with gleeful malice. The fish and crabs, I’m ambivalent about. I’ll eat them, sure, but I don’t harbor any resentment toward them, nor do I find them so cute that I need to apologize for munching their deliciously squishy bodies.

Along the way, you can also find open fires, and by cooking mushrooms and critters, you gain extra health by munching the resulting grilled varieties. You can find “golden” varieties of these critters, and in addition to offering a full recovery of all health, consuming them gives a metric fuck-ton of extra XP. The golden critters are rare to find in game, but they are often given out as rewards for logging in daily. I suggest eating them right away if you haven’t reached a clone’s level cap because even one golden frog can help get up to three levels without the grind. Muy helpful, yes. (If you have reached your cap, stick those goldies in your bank and save them to level up your next clone faster.)

Some mushrooms are not food, though, and they instead work as weapons. Grilling them will boost their potency, and that’s kinda cool. The problem is, even at their upgraded levels, most shrooms lack the kick to really kill enemies. It doesn’t help that you access these items using the PS4 touchpad, and that the interface is, being nice, fiddly as fuck. I’ve often selected a boomshroom to throw at an enemy, and then my attempt to press the touchpad made the interface select a mouse and throw that instead. (Some enemies low on health pick up the mouse and eat it, meaning I just helped give my opponent another chance to kill me. Oh, joy.) Conversely, I’ve intended to eat a grilled mouse only to have my tiny thumb movement select a boomshroom and kill me instantly. (I reiterate, oh, joy. Also, oy vey.)

There is one weapon shroom found later in the game that is totally worth farming them, the brainshroom. When grilled and thrown at enemies, this will stagger them with a brain fog, making it possible to do a Mortal Kombat style fatality on them. Not surprisingly, these kinds of shrooms are very rare, but when you find them pick them up! Trust me, and you’ll thank me later for pointing them out.

One last twist on the critters is that they are all carriers of fungal spores, so by killing them, they cause a different kind of shroom to grow out of their bodies. Some are weapons, and some grant useful abilities to your clone. By killing a pillbug and eating the resulting lifeshroom, you can survive a fatal attack and get back 25% of your health. (Or 50% for the grilled variety, or 100% for the ultra-rare gold variety.) This is a life insurance policy, and believe me, you’re gonna need it.

Even with these helpful shrooms and critters, death will happen inevitably, and upon each death, you’re given a prompt to spend a rare currency called “Death Metal.” This is given out randomly during certain events or as a reward for collectibles and some quests, but the primary way to obtain it is using real world money. This is where the game hopes you will spend big, but it is possible to keep progressing without using Death Metal to buy continues. (Death Metal is also used to purchase storage upgrades for your bank in the waiting room, and you WILL want to do that to avoid running out of space to hold crafting supplies.)

After turning down the offer to continue, the player is returned to the clone storage freezer, and they have they choice of rescuing the fighter they lost for a certain amount of money. The higher up in the floors they died, the more the cost is to rescue the clone. Reviving them means you get to keep all the equipment and items they had in their inventory, so most of the time, you just have to take the financial hit to retrieve them. There is also the option to go find your own clone and kill them again, which returns them to the freezer, albeit in a semi-naked state. Obviously, this is not ideal and may be considered a last resort unless the clone died without anything worth keeping in their inventory. You can choose to remove the fighter entirely, but mostly this is just to free up space in your freezer for higher level fighters. (You can also upgrade the amount of space in the freezer, allowing you to hold a collection of up to ten fighters.)

In between all this looting, dying, and fighting, you’ll begin to find lock boxes with blueprints, and taking these down to the shop in the waiting room unlocks plans for various kinds of weapons and clothing. You won’t know what blueprint you have until it’s examined at the shop, or unless you’ve already collected that item before. This becomes the initial core loop of the game, finding blueprints so you can then search for the crafting supplies to unlock items in the shop. Blueprints are distributed across a set range of floors, although some of them are very rare, to the point that you may only buy them at a traveling shop found on specific floors. These purchased blueprints will eat up a lot of funds quickly, so again, you get into a loop of collecting kill coins to buy blueprints, taking them back to the waiting room shop, and then collecting crafting supplies to unlock them.

The benefit to unlocked weapons is two-fold. First, anything you buy starts off with a full “health bar” of durability, meaning it will last longer than the junk you loot off of enemies and from lock boxes. Second, you can invest more crafting supplies to level up weapons and give them more damage. When an upgraded weapon is paired with a maxed out mastery level (All levels cap at 20) it can make even the crappiest weapon into a wicked killing machine. So it pays to keep upgrading all your equipment, even if the grind quickly becomes a chore. (By the way, you can also level up your fists to make bare-handed fighting more damaging, but this takes a really, really long time, and punching enemies to death takes much longer than even the meekest melee options.)

In addition to weapons and clothing, you can also buy decals in another shop in the waiting room. (The game calls them decals, but I kept referring to them as tattoos.) Each decal offers a different benefit, but initially you can only equip one. You can opt to add more health to your clone, or boost their damage in various ways, or upgrade their defensive stats for wearing a certain “brand” of clothing. At higher levels a lot more decals are available, and you can wear more of them, which can make a huge difference in easing your struggle to unlock new floors.

As the clones ascend floors, they soon encounter mid-bosses and bosses. The first mid boss, COEN, will prove extremely challenging because he’s got more than enough health to break your first tier weapons, even the stuff you buy at the shop. You have to beat him, and then a second mid boss, Jin-Die, who is a huge pain to fight with melee weapons because she’s armed with a gun that fires the heads of defeated clones. Don’t think to use a gun on her, either, because she will see you and launch a barrage of heads your way before you even have a chance to take aim. Besting the mid bosses, however, is only half the battle. After that your clone has to survive to find an elevator on a higher floor to unlock and return to the waiting room to restock. Those elevators are vital to survival because if you try a climb back up using the escalators, you will have to keep fighting the mid bosses over and over. And then you will die. Like, a lot. (Or alot, as the kids are fond of writing these days.)

At the tenth floor, you meet the first real boss, Max, and that bastard is a real bastard, let me tell ya. He’s got a ranged missile attack, and his melee drill is electric, so he can stun lock your clone and pummel them into pulpy goo in a few seconds. Good luck trying to eat anything to heal between attacks, because with the tiny size of the arena, you will need luck to do it. To make matters more complicated, the tiny area you face him on is surrounded by a border of electric bolts. You hit that field and it’s one stun-lock leading into a stompening of your poor clone. Good times.

Beating Max grants you the chance to hire a new grade of fighter with more health, better stats, and a higher level cap. The floors beyond Max have new blueprints to unlock, and a new mid boss named GOTO-9. All of these mid bosses, by the by, are initially terrifying, looking like something straight out of a horror manga. The shock wears off after facing them too many times, and you will have to do so because they randomly drop crafting materials you need to upgrade your equipment. (Again, that’s the core loop; unlock items and upgrade them to boost their damage.)

By the twentieth floor, you’ll know whether or not you want to keep playing the game, and this is also when the game pulls one of the dumbest ideas out. The next boss, Colonel Jackson, has his severed head planted on a giant grenade. To even get close to him, you have to run around a massive arena and find the devices to disarm the grenade. But that’s only the first part of the fight. Once you’ve done that, a Jin-Die will rise up behind Jackson and rip her own head off before putting Jackson’s head on her body. So you’re really just fighting an upgraded version of a boss you’ve already seen many, many times by this point.

I’m going to drop another spoiler on you now: every boss after that is just an upgraded mid boss. This game could have had some truly unique end bosses to give you a reward for climbing another ten floors, and instead, it’s all cookie-cutter clones all the way up. The game gets very dull at times because no matter how high up you go, you’re always fighting the same things over and over. The zombies get better weapons and more health, and the zomborgs change colors on their outfits to go along with upgraded health and damage, but they’re all the same enemies.

Combine this with the repetitive level designs and it leads into a kind of apathy to keep playing. I felt this way on floor 21, and nothing changed that view even after I’d defeated the third boss, Crowley. (Who places his severed head on the body of a GOTO-9)

But it’s what happened next that led me to quit playing, or more accurately, what didn’t happen. Fighting Crowley didn’t unlock the next grade of fighters, and I had to go online to find out they don’t unlock until floor 35. So hesitantly I moved on to the next floor, and within one minute had used up all my weapons. It’s near impossible to continue on using scavenged weapons because they will inevitably break fighting just one enemy, and then I’m stuck being the moron who brought fists to a gun fight.

I took the elevator back down, spent a couple days grinding to buy more weapons and armor, and then went back up. I hadn’t even reached the next escalator before all my weapons had broken. I did this again and again for a week before I gave up and went to YouTube to watch someone else play the final mid bosses and boss. (No shock, the final boss is another mid boss upgraded with a different head.)

The biggest problem with the game is, for all its quirkiness and variety of weapons and clothing, it does very little with the levels and enemies. There’s little reason to go back to floors once you’ve collected all the blueprints and crafting items you need, and even the hidden collectibles aren’t all that compelling. Oh sure, you can take quests at the arcade to obtain certain crafting items as rewards, but even that starts to lose its appeal when a quest is tasking you to run naked and unarmed up five floors for a paltry reward of one Death Metal.

Now, the makers seem to recognize this flaw, and so they’ve added in events that take place on certain floors. One recent event offered a new weapon, a scythe with a chainsaw on the top and a power drill on the bottom, and a new set of hockey themed clothing. To unlock these, you had to wander floors 11-20 looking for a certain type of enemy invader who had a chance to drop the blueprints. And yes, wanting to get that full set gave me a reason to go back to those floors.

But…but the cost of crafting and upgrading the new weapon was so high that it took me three weeks to get it up to level four, and I lost interest in attempting to get it to grade two because I had many better options already available from the higher floors.

And to be sure, a lot of fun can be had in unlocking the new equipment and leveling it up. But even the biggest baddest weapons break easily on the higher floors, and with each upgraded level, they become so prohibitively expensive that it hurts to have to stockpile them knowing they won’t last more than a few minutes.

There is a HUGE problem with the addition of these events, and it’s that each “patch” intended to add them requires downloading the entire game over again. The first time I downloaded the game, it was 18 GB and it took six hours. Each patch added more gigs to download and increased the wait to play. This wouldn’t be a problem if the game updated less frequently, but it happens quite often, and each time, I had to wander off and do something else while waiting for it to add maybe one new thing and fix a couple of mistakes. This is how I ended up going back to Bloodborne, and it ended up looking better by offering me a lot more variety in the level designs and bosses. When a game is so tedious that it makes another game I found boring look fun, that’s not a good thing, you know?

I have to mention that while the game doesn’t crash often, when it does, it counts as a death and you have to pony up the cash to rescue your fighter. If you’re on floors 1-10, that won’t seem so bad. But if you’re on an escalator heading to floor 30 and the game crashes, well that’ll be 95,000 kill coins, fuck you very much. It’s extremely demoralizing to have to rescue a fighter and then spend a couple hours rebuilding my cash supply when it wasn’t even my fault for dying in a crash.

I haven’t even touched on the problems created by this game’s version of asynchronous multiplayer. Very early on, you’ll begin to encounter “haters,” the reanimated bodies of other player’s clones. These haters will have all the equipment they died with, and if a player chooses to leave a hater active, they can later collect money and another currency called SPLithium gathered by the hater. It’s for this reason that trolling players will often take a level 100 fighter and kill them on the first floor because that hater can then kill a ton of lower level fighters, and it’s all pure profit for the player. It’s a legally sanctioned form of bullying. And apparently, the makers didn’t feel like enough people were trolling the game, so they inserted their own army of bots to do the trolling in the absence of real world bullies. (You can note the company’s bots by the lack of a TDM team flag and computer generated names like YtTM-CatMeow or YtTM-SheepBaa.)

Then there’s hunters. I’ve seen people on YouTube promote this as “a great way to collect rare mushrooms and crafting supplies.” What they don’t mention is that sending a clone on an expedition means targeting a specific player on a specific floor. I’ve had players repeatedly hound me all night with an increasingly higher level hunter each time I defeated them until they sent someone so tough I couldn’t win. Then they just kept sending that clone after me to repeatedly steal my stuff. Again, it’s legally sanctioned bullying.

Next is Tokyo Death Metro, where a player can invade someone else’s waiting room to steal money and lithium from their banks. (You also gain ranks for yourself and for your team.) Very early on, you’re forced into this scheme and forced to pick a team. The interface isn’t that intuitive, so I ended up on Team Spain, and was forced to stay with them for something like four days before I was allowed to swap over to Team Italy.

The thing to keep in mind is, no one ever goes for someone with too high a TDM rank. That’s because losing a match means your fighter loses everything. Armor, weapons, decals, food; all gone, requiring somewhere around 100,00 kill coins to restock and recover. That kind of punishment encourages bullying of lower level players, and I saw a massive dip in invasions right after I ranked up to a silver medal. Instead of being raided every five minutes, I went a whole week with only one invader, and that guy was at a diamond level rank. See the problem? The whole system is set up for people to prey on the new kids. It’s a constant reminder of my early life in public schools, with people constantly bullying me until I reached a high enough level to hit back.

And, it’s not fun, no matter what the game may claim. It’s not fun to be working my ass off to build money for a trip to the upper floors, only to return to my waiting room to find I’ve lost half of my earnings to a pair of raiders. It’s not fun to be prevented from crossing a level because a bully has parked himself in my way. It’s not even “part of the challenge” because nothing can be done to deter diamond-level bullies from stealing your shit in the waiting room. (You can assign idle fighters to defend your waiting room, but what are your level 20 fighters going to do against a level 115 invader? Die. Or possibly get kidnapped. Yes, you can have a fighter stolen, robbing them of all their equipment. It’s a huge pain to deal with, and it happens frequently.) You can’t fight a fourth grade hunter with a second grade fighter when you have to hit them fifty times to kill them, and all they need is a glancing blow to kill you in one hit. And I repeat, it’s NOT FUN.

But I could tolerate the player abuse and focus on the climb right up until it became too ridiculously expensive to keep going. And yeah, maybe I could bully the lower level players to make money faster, but I find the whole idea so repulsive that I would rather earn my shit then steal it from someone else and make their game harder.

Before I forget, let me rant about the so-called camera lock. In most games, when you lock onto an enemy, the camera is fixed over your shoulder, and you will track only that one enemy. Not so here. The lock selects an enemy, but the camera is still free roaming. You have to fiddle with it using the right stick to keep your opponent on-screen, and against higher level enemies, that can prove to be fatal nine times out of ten.

It doesn’t help that the lock is so bad about which enemy it selects. You might want it to lock on the guy about to stab you in the face, but it will most likely select someone twenty yards away who is posing no threat to your well being. You can press the right stick over and over to try and get the right enemy, and it will select the same harmless guy over and over before MAYBE swapping to someone else who is also off in the distance and thus not a threat. Most camera locks in any other game use the right stick to let you select a different opponent if it chooses the wrong target, but there is no such option here. It’s like Suda 51 heard there was a contest to make the lousiest camera lock in all of gaming, and he went all in to get the gold. Let me tell you, when it comes to the suckiest camera lock EVAH, this bad boy is a real winner.

As a final side note, the whole “climb the tower” concept felt like a MacGuffin on floors 1-29 because at any given time I could look up and see the tower somewhere off in the distance. It’s only on floor 31 that I could look down over the edges of floors and feel like I was actually on the tower itself. (The final floor leads to the world’s longest escalator, so all the previous claims about the height of the tower and the challenges within feel kinda misleading, in my opinion.)

Ultimately, I’m left feeling very mixed on how to score this game. At its core, there’s a lot of fun to be had in the combat and the variety of ways you can deal hot sticky death to your enemies. But that fun is constantly being dragged down by the lack of variety in enemies and bosses. It’s further dulled down considerably when I have to fight the same mid boss fifteen times just to get them to drop one crafting item. (And I need five more of the same item to finish leveling up a weapon or armor component, AND I need to do it fifteen more times to finish upgrading other items.) It’s more of a chore than a diversion when I have to keep going to the same so-called trap room to open a gold metal chest for the twentieth time in one day and STILL not get the crafting item I need. I toughed it out for as long as I could, but I just can’t do the grind anymore, especially knowing I have another loop of grinding to face with the blueprints and crafting supplies found in those final floors. It’s not too tough to play, and I beat several bosses on my first try. But I’m done with this tired slog for little to no rewards and I’d rather spend my time grinding in Bloodborne and Dark Souls III. At least with those games, I feel like I’m getting somewhere even when I’m running the same floor for the hundredth time.

I’m going to give Let It Die 3 stars and suggest that you try it out to see if you can stand the game’s flaws. It is free, and the premium options don’t really do anything to change the experience into a pay to win fiasco. (The game offers up day passes at regular intervals so you can see for yourself what the premium services do without spending any cash.) If you find it’s dull and too repetitive like I did, you’re not losing any money to give it a chance. Maybe you’ll like it and make it to the “twist” ending without cheating to look it up on YouTube like I did. (Which I totally saw coming from the tenth floor, by the way. The writing isn’t very subtle about what’s going on.)

Anywho, that’s my review, and again, I’m sorry it took so long to get it up here.