Alright, so let’s dive into this with a sort of chaotic flair, yeah? Here goes:
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So, picture this: April 25. La Quimera’s supposed to hit the scene. And then—boom—on the same day, they pull the brakes. Out of the blue. Fast forward to April 29, the devs pop in with an update, but they’re all, “Hey, no release date yet!” What?! But it’s coming as an Early Access, they say. Sure, okay. I mean, I was all geared up to chat about the full game, but whatever. I’m rolling with it being for Early Access now because apparently, it’s the same version. So, let’s dive in because why not?
Here’s my confession: I’m a sucker for those direct-to-video sequels. You know, when you’re five Tremors films in, and it all gets ridiculous, but you just roll with it. La Quimera lands exactly in that sweet spot. It’s this FPS that’s kinda “meh” across the board—visuals, story, you name it. The action? Meh. Acting? Ranges from ‘yikes’ to ‘why am I watching this?’ But—and there’s always a but—it’s got this weird charm, especially if you buddy up and take the plunge in co-op. Look, if La Quimera were a movie, it’d be Tremors 5: Bloodlines. Which, let’s be honest, isn’t great.
So, the backdrop: Nuevo Caracas. World’s going nuts outside the city—some robot apocalypse thing nobody ever clarifies. Inside? Corporations at each other’s throats. Poverty’s through the roof. It’s like an 80s sci-fi flashback with these Power Loader-like rigs straight out of Aliens. You’re this new recruit tossed into some vague corporate scuffle, leaving chaos with every step. Which, if you think about it—or not—is both chaotic and… well, mostly chaotic.
Now, there’s this one slice of brilliance—the Bone Wall. Imagine: a wall packed with skeletons, and you’re on a mission deep through it. A voiceover lays out the desperation behind its construction, like a rushed last-ditch effort when everything went sideways. People couldn’t help anyone falling behind—exhaustion, injury, or whatever doom was looming. That scene’s got layers, man.
But then, characters start talking. Yikes. Dialogue crashes and burns, filled with clunky Tarantino-wannabe rants. So awkward you’re stuck wondering if it’s meant to be campy or if someone slipped some AI-in-training script into the mix. Allies throw out gems like, “Oh perfect, robot dogs!” and I’m over here cringing like nobody’s business.
And the storyline? If you can call it that. Saves a billionaire’s daughter then gets roped into contract work because… lawsuits?! Plus, your PMC crew’s getting all these sketchy augmentations. Don’t ask why. I mean, it’s meant to make you wanna go robot-busting—but ends up abruptly ending like someone forgot to write Act Two. Kudos to the devs, though, ‘cause it’s coming out of Kyiv, Ukraine, in tumultuous times. Hats off. But yeah, the story’s still half-baked.
Jumping to the gear—La Quimera’s got a clear Crysis influence. Early on, you and your squad snag exosuits with energy armor, cloaking, the works. The scanning’s key—one ping, and bam, you see all enemies. With weapons that shoot through walls, it’s satisfying in a sort of “I’m a sneaky sniper” way.
But here’s where it trips up—while Crysis loved pushing you toward open spaces, La Quimera’s walking you down a straight, neat line. Linear levels where it’s about point A to B. Straightforward could be refreshing, but it’s a rinse-and-repeat deal: enemies, open door, more enemies, and… you get it. A handful of scenes break the monotony, like a gunfight on a rising elevator, but those are rare treats.
Weapon-wise, kinda basic. Sidearm, shotgun, rifle—no swaps mid-mission. You decide between normal guns and electromagnetic ones—humans vs. robots, basically. But it’s a one-way street since conventional arms don’t stack up against bots. Boo.
If there’s a highlight, it’s the ammo situation. Supplies run thin as missions wear on, forcing movement instead of playing sniper from a comfy spot. Scavenging ammo adds a sprinkle of urgency.
Now, onto progression. Sure, you earn cash per mission, but shopping options are dismal. Few upgrades, uninspiring gear. You could pick between slightly improving cooldowns or carrying more med kits, but meh—hardly game-changers.
Oh, and money-finding’s weird. You hit “max cash” too soon, leaving potential explorations in the dust. And sure, there are voice memos, but I’m plenty fine skipping those. Dialogue? No, thanks.
See, for all its hiccups, La Quimera was still oddly fun for two reasons: playing with pals turns eye-roll dialogue into a shared gigglefest. Plus, having extra guns in fights adds to the thrill. And—get this—the game’s short, about four hours. If you value “hours per dollar,” maybe not ideal, but going in for some quick fun with friends works. The game’s got unfinished parts. So, feels like I’ve rambled enough—guess that’s La Quimera for ya.