まだの方は、X(Twitter)MastodonBlueskyでフォローし、新しい記事が投稿されたらお知らせください。また、Redditに参加したり、YouTubeに登録して、私たちのコンテンツをチェックしたり、素晴らしいコミュニティと交流してください。応援ありがとうございました!

Ahead of its upcoming Next Fest demo, we got to check out Armatus, an upcoming third-person roguelite shooter from developer Counterplay Games Inc, and it left us pleasantly excited and a little worried for the full experience.

The Armatus demo opens with a refreshing sense of clarity. There’s no overlong tutorial, no dense lore dump, no insistence that you spend twenty minutes reading tooltips before you’re allowed to actually play. Instead, it hands you the basics, gives you space to experiment, and trusts you to figure things out. That confidence goes a long way. Within the first few encounters, I felt comfortably in tune with its rhythm, moving, striking, reacting, and that immediate responsiveness is easily the demo’s biggest strength.

Moment to moment, Armatus is enjoyable in a very straightforward way. Movement feels deliberate without being sluggish, attacks carry a satisfying weight, and enemy telegraphs are readable enough that mistakes feel like your own rather than the game’s fault. There’s a solid mechanical foundation here. Nothing feels wildly experimental, but nothing feels broken either. It’s polished, stable, and clearly built with care.

Armatus Next Fest Demo

Where the demo starts to plateau, though, is in its variety. Once you settle into the loop, it becomes apparent that what you’re doing in the opening stretch is largely what you’ll be doing throughout. Enemy types don’t evolve in especially surprising directions, and while the encounters are competently designed, they don’t meaningfully remix themselves as you progress. By the time the demo concluded, I didn’t feel challenged in a new way, just asked to execute the same ideas a little more cleanly.

The environments contribute to that sense of familiarity. Visually, everything is cohesive and readable, but it rarely shifts tone or introduces striking new backdrops that would help punctuate the journey. A stronger escalation, either mechanically or aesthetically, would go a long way toward making the experience feel like it’s building toward something rather than simply extending itself.

IMG 1267

That said, I don’t want to undersell the fact that I had a good time with it. There’s a simplicity to Armatus that makes it easy to sink into for an hour without frustration. It doesn’t overcomplicate itself. It doesn’t drown you in systems. It simply presents a clear loop and executes it competently. In an indie landscape where ambition sometimes outpaces polish, there’s something commendable about that restraint.

Right now, though, Armatus feels like a strong first draft rather than a fully realised statement. The core is there. The controls are tight. The structure works. What it’s missing is that extra layer of surprise, the new mechanic, enemy twist, or environmental shift that would elevate it from “solid and enjoyable” to “memorable and must-play.”

IMG 1269

As a demo, it succeeds in showing promise. It’s enjoyable in the moment, easy to recommend to players looking for something mechanically sound, and clearly built on a stable foundation. But if Armatus wants to truly stand out, it will need to push further, to inject more variety, more escalation, and a little more identity into what is currently a competent, if somewhat forgettable, slice of a potentially stronger whole.

この記事を楽しんでいただけたなら、SteamDeckHQ の他のコンテンツもチェックしてみてください!あなたのゲーム体験に役立つゲームレビューやニュースを幅広く取り揃えています。ニュースヒントやチュートリアルゲーム設定やレビュー、最新のトレンド情報など、あらゆる情報をお届けします。 カバーしています!

ニック・ハンシェ
昼はアナリスト兼ライター、夜はストリーマーとして活躍し、しばしば議論されるファイナルファンタジーXIIIを常に擁護するニックのオンライン上の人物像は、鋭いユーモアとゲームへの情熱が融合している。
蒸気プロフィール