

Released in 1947 in Technicolor, it’s the story of a pre-war community of Anglican nuns who try to establish a school and convent high in the Himalayas in a mysterious palace that once housed the harem of an Indian prince. If you're like me, eventually you'll reach a point where you just walk away and, well.let it die.Of all the great masterpieces of British film – and there really aren’t that many – surely the most wondrously strange is Black Narcissus. So then you die again, and the cycle continues. Sometimes you'll even find these high level haters wandering the newbie-focused lower floors of the tower. At the higher levels of the tower, though, death comes often, partly because of the huge numbers of players who leave their high-level "haters" wandering the samey halls with crazily effective machetes, likely because they have no money to revive them. Let It Die practically shovels Death Metal at you just for logging in, making it easy to trade it in for gold (AKA "kill coins"), extra storage space, "free" elevator rides, or for those precious immediate revivals, which can mean all the difference in a boss fight. Somehow, miraculously, it took me well over a dozen hours before I found this started to ruin the fun. “That's a ton of opportunities for loss, which naturally invites a ton of opportunities to spend money in a free-to-play game. This technically being a roguelike, you're theoretically supposed to just "let them die." They're expendable, a point driven home by the way you store multiple fighters on hooks in a "freezer" for later use, or in the way the late game makes you abandon the fighters you spent hours with for ones with higher level caps. We've already seen this approach in action with weapons and gear, but Let It Die extends it to the characters you play as well. As its title implies, Let It Die doesn't want you to get attached to anything, which can ruin any meaningful sense of progression in the long run. Letting It DieAnd then, yes, usually you die. The cumbersome melee lockon oddly only works as intended if you're actually aiming the camera at the target, which is made all the worse by Let It Die's practice of swarming you with enemies who stunlock you with abandon. Dodging sometimes sent me in the opposite direction I wanted, or didn't respond at all.

Unfortunately, if you try to play it like Dark Souls, you should generally prepare to die. Played this way, Let It Die it provides hours of ridiculous fun. Rather, I enjoyed Let It Die the most when I approached it as an aggressive hack-and-slash, carving up enemies before they had a chance to beat on me while jamming to Akira Yamaoka's phenomenal soundtrack. Its animations certainly look like those of Dark Souls, but Let It Die's design rarely encourages the kind of careful thinking and well-timed rolls that Souls fans so adore. “It also works because Let It Die's combat lends itself to this kind of chaos. It's funny early on, but the laughs stop when you lose a character you’ve carefully poured hours of time and effort into over so simple a mistake. It’s delightfully bizarre, but you’re forced to interact with these bits with the DualShock controller's touchpad, a frustratingly awkward method that once found me gulping down an explosive fungus rather than throwing it. For instance, you regain health by chomping on giant frogs or grubbing for mushrooms, some of which are poisonous or can be lobbed like grenades.

Embrace the ChaosFortunately, Let It Die manages to sustain its attractive absurdity in other ways, though with varying degrees of success. Enemies aside, the playable world beyond the waiting room comes off as bland by comparison, looking only about as weird as the backstage of a high school theater. Here you’ll find a seductive pole dancer who sells stickers that grant boosts or a robotic cephalopod that plugs into you and lets you allocate stat points when you level.

Rarely do these areas come close to matching the personality of the "waiting room" where you can rest or bring blueprints to order new gear. Part of the appeal is that these floors randomize in roguelike fashion each time you visit, which would be cool if most of Let It Die didn't rely so heavily on minor variations of the same steel and brick corridors to the point of nausea. Your goal in Let It Die is to join the ranks of the savage souls climbing the tower, with each floor growing more challenging as you ascend via elevators and escalators. “Sometimes it stumbles in the strangest places.
