Review by Matt S.
On the one hand, I’m glad that Unity is itself taking a hand in publishing games. It’s yet another layer of support for talented indie developers by a company that has done great things for indie game development.
But Archangel never follows through with that promise. The setting is never really fleshed out; a quick introduction to each level provides nowhere near enough context for what’s going on, but that’s not even close to the main fault of this game. No, Archangel’s biggest problem is that the action, which has no context to make it worth struggling through, isn’t nearly enough to hold up on its own.
As a rule of thumb I’m not a fan of games that are built around their inherent flaws, but with Archangel I’m somewhat glad they’re there because otherwise the game would be unmanageable. If the enemies moved quicker or were more responsive to my presence then I would take damage constantly from opponents that seemingly come out of nowhere thanks to the camera being set an immovable, too close in, and scenery constantly getting in the way of seeing what’s ahead of me.
