Info about AMID EVIL - The Black Labyrinth:

Official game description:
The Black Labyrinth is an **‘expansion pack**’ style DLC for _AMID EVIL._  
**A full prequel involving the journey to and the trial of the Black Labyrinth itself!**  
Defeat the keeper of the legendary “Axe of the Black Labyrinth” which will bestow the title of ‘**CHAMPION**’ upon anyone that can retrieve it.  
_Once upon an age there was a wandering warrior.  
A hero who sought out any challenge, big or small  
Fueled purely by the desire for good to forever triumph… over evil.  
Yet one thing has always eluded this wanderer…  
They say that he who can best The Black Labyrinth - a place of trials and battles unimaginable - and raise The Axe within… shall become…  
**CHAMPION OF THE ANCIENTS**_

Release date: Aug 17, 2023

Categories: First-Person Shooter, Boomer Shooter, Fantasy-themed Shooter, Retro FPS, Action, First-Person Melee Combat, Puzzle Platformer

Feature scans:
- MTX: score 10; verdict: Fair / Non-Predatory (DLC Price Complaints Only); summary: The reviewed feedback centers on the price and content value of a traditional paid DLC expansion, along with a minor technical complaint about overly dark level areas. None of the reviews mention in-game microtransactions, currency shops, loot boxes, gacha pulls, battle passes, or paid power or convenience. The only monetization-adjacent complaints are base-price/DLC value concerns, which the scoring criteria state cannot by themselves push the score above 20. As the Real Money Gate is not passed, the game is treated as a fair, one-time-purchase product with a paid expansion.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $10.00
  - Reasoning: The community consistently indicates the game is not worth its full price and should be purchased on sale. Cited sale prices range from $5 to under $10, which players consider reasonable for the amount of content. This suggests a fair base-game price range of $5–$10, below the current $11.99 full price.
- Playtime Metrics:
  - Game completion: 5.0h
  - Story completion: 3.0h
  - Session length: N/A
  - Endgame: 0.7h
  - Reasoning: The 2-3 hour completion report supports a main-story completion estimate around 3 hours. The two 5-hour reports—one with secret hunting and one on Hard without heavy secret hunting—support a fuller game-completion estimate around 5 hours. The 40-minute final boss fight supports an endgame encounter length of about 0.67 hours. No clear average continuous session length is reported, so sessionLength is null.
- Time-to-fun:
  - Summary: Reports describe the core combat, level design, and pacing as enjoyable without citing a later unlock, while specific enemies, bosses, difficulty, and bugs create friction. The strongest evidence supports immediate fun, with mixed complaints about repetitive or tedious content.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Tedious fodder, swarm, and shield enemies; Overtuned Evil difficulty with cheesy or gimmicky bosses; Tedious jumping puzzles and platforming interruptions; Repetitive weapons and forgettable enemy design; Bugs and getting stuck in levels; Boring background sections that must be walked through
  - Unlock drivers: N/A
  - Conditions: Difficulty setting: Evil difficulty is described as overtuned.; Level design and action pacing determine whether combat remains exciting.; Boss quality: some bosses feel cheesy, gimmicky, or tedious.; Weapon variety: some players find weapons play the same.; Tolerance for puzzle and platforming segments affects pacing enjoyment.
- Player Archetypes:
  - Base-Game Loyalist (buy)
    - Motivation: Getting more of the Amid Evil formula they already love in a new set of levels
    - Playstyle: Plays through the new campaign as a direct extension of the base game, treating it like extra episodes
    - Experience: familiar
    - Purchase stance: buy
    - Labels: hard core fans
    - Reference games: N/A
  - Hardcore Difficulty Seeker (buy)
    - Motivation: Testing their skill against the hardest difficulties and punishing encounter design
    - Playstyle: Runs on max difficulty without HUD, learning enemy patterns, dodging waves and AoE attacks with precise movement
    - Experience: veteran
    - Purchase stance: buy
    - Labels: hard core fans; veterans of the mechanics
    - Reference games: N/A
  - Value-Conscious Deal Hunter (sale)
    - Motivation: Getting good value for money on a short expansion
    - Playstyle: Plays through the couple-hours campaign casually, judging worth by price versus length
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Discerning Critic (sale)
    - Motivation: Seeking a worthwhile addition that stands on its own rather than repeating the base game
    - Playstyle: Compares the DLC against the base game, analyzing level design, narrative, and identity while playing
    - Experience: familiar
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: Amid Evil


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Outstanding New Weapons (weight 0.97): The new weapons, especially the purple scythe and gauntlets, are fun, satisfying, and often better than the base game equivalents. They add freshness and are highly effective in combat.
- Exceeds Base Game Quality (weight 0.89): Reviewers consistently state the expansion is better than the base game, with improvements in level design, puzzles, and combat. Many consider it a must-play for fans of the original.
- Fantastic Level Design (weight 0.73): Level design is repeatedly praised as some of the best ever, with gorgeous visuals, unexpected surprises, and a peak in quality. Levels are bigger, more open, and more interesting than the base game.
- Spectacular Final Boss (weight 0.38): The final boss is a major highlight, described as hype, hard, visually impressive, and one of the best boss fights in gaming history. Its gimmick and satisfaction are widely praised.
- Excellent Atmospheric Music (weight 0.33): Music by Andrew Hulshult is atmospheric, heroic, and sets the tone throughout. Sound design and environmental effects are also superb.
- Satisfying New Enemies (weight 0.29): New enemy additions are interesting and fun to fight, with a good amount of variety. Most encounters are enjoyable and add to the combat experience.
- Great Prequel Story (weight 0.14): The expansion works well as a prequel, with a gorgeous narrative that complements the main game's story. It is considered a great addition to the Amid Evil universe.
- Cinematic Ending (weight 0.1): The ending is described as absolute cinema and spectacular, providing a memorable conclusion to the expansion.
- Coolest Expansion Ever (weight 0.1): Fans call it one of the coolest expansions that does not disappoint, praising its overall quality and entertainment value.

Common complaints:
- Enemy variety and design underwhelm (weight 0.86): Reviewers note a lack of enemy variety, with the roster feeling repetitive and generic across levels. Many enemies are considered poorly designed, not fun to fight, or too similar to the base game, diminishing the overall challenge and engagement.
- Final boss frustrating and overtuned (weight 0.53): The final boss is described as confusing, overtuned, and tedious, with janky semi-undodgeable attacks and mechanics that encourage exploiting AI rather than learning patterns. Some players experienced soft-locks or gave up after repeated failures.
- Shield enemies frustrate players (weight 0.45): Shield enemies are repeatedly called obnoxious, tedious, and overly tanky, with impeccable tracking that forces players to switch weapons or circle them. They are seen as a mana drain and a pace-killer rather than engaging combat.
- Jumping and environmental puzzles criticized (weight 0.44): Jumping puzzles and timed environmental movement sections are widely disliked, with several specific levels cited as patience-stretching and annoying. Some players feel the game becomes more of a puzzle game with combat sections than a shooter.
- Difficulty tuning feels off (weight 0.42): On higher difficulties like Evil, the game feels overtuned, with enemies becoming damage sponges and weapon selection limited by ammo maximums. Combat is often not fun, with adrenaline action only in the last levels.
- Ammo scarcity forces gauntlet use (weight 0.4): Many reviewers report running low on ammo and health, especially in later levels and on higher difficulties, forcing reliance on the gauntlets. Supplies are sparse, making secret hunting mandatory for basic ammo and undermining weapon variety.
- Levels overly large and empty (weight 0.38): Levels are criticized for being unnecessarily large with huge empty spaces, leading to boring traversal and excessive backtracking. Arenas are too big, allowing players to circle enemies, and maps lack detail and thematic cohesion.
- Visuals and art style downgrade (weight 0.34): The DLC's visuals are seen as a step back from the main game, with dull, lifeless areas and fewer breathtaking vistas due to indoor settings. Later levels are generically fortress-like, and enemy designs lack cohesion.
- Checkpoints and bugs problematic (weight 0.34): Checkpoints are called garbage, leading to save scumming, and bugs like soft-locks, stuck spots, and slippery surfaces make levels feel broken. A buggy achievement and old bugs also persist.
- Bosses dull or cheesy (weight 0.33): Several bosses, including mid-game dragon and first boss, are described as mediocre, tedious, and frustratingly gimmicky. The dragon's final phase is spamming, and the first boss is a cover cheese fight.
- Levels too dark to navigate (weight 0.27): Multiple levels are criticized for being excessively dark, making platforming and navigation frustrating and requiring brightness adjustments that ruin the intended lighting. This issue is common enough to detract from the overall experience.
- Enemy placement and traps unfair (weight 0.27): Enemy placements are often called cheap and aggravating, with traps that spawn enemies rapidly and deal heavy damage with little time to react. Door traps and instant-kill surprises are frequent annoyances that feel like sloppy design.
- Narrative and music disappoint (weight 0.21): The DLC lacks much narrative, which may not appeal to story-driven players, and the music is criticized for losing its integrated buildup and climax structure, feeling like background noise. Some also note the 2-D intro breaks the style.
- Linear corridors and arena design (weight 0.2): Levels are criticized for relying on extremely linear corridors, including large corridors used as fight rooms, and for arena fights that take place in giant empty squares. This reduces encounter quality and variety.
- Puzzles slow and boring (weight 0.17): Puzzles are criticized for slowing things down and being boring, especially since they were not present in the original game. Some levels feature water-based travel or puzzles in nearly 75% of maps, adding tedium.
- Movement and interactables break flow (weight 0.13): Jump pads, buttons, and forced melee interactions are seen as chores that break exploration flow. The fists' forced pull toward enemies risks getting hit too often.
- Secrets easier or too hidden (weight 0.12): Secrets are sometimes noted as easier to find and less convoluted than in the base game, while a few players found them too hidden. This inconsistency affects exploration satisfaction.

Gameplay feedback:
- New weapons added (weight 0.95): The DLC introduces two new weapons, particularly gauntlets and a scythe, which replace existing weapons like the axe and BFG. Clusters 2, 6, 9, 14, 15, 17, 29, 35, 36, 40, and 41 detail these additions.
- Final boss included (weight 0.44): Multiple clusters confirm the expansion has a final boss, often with multiple phases and gimmicks. Cluster 1 and Cluster 13 highlight the final boss battle as a key feature.
- Gauntlets as melee weapon (weight 0.38): Gauntlets serve as a melee replacement for the axe, with a punch-rush super and soul mode. Clusters 15, 18, 21, 27, and 28 describe their mechanics.
- Prequel expansion (weight 0.35): The DLC is a prequel to the base game, set before the main events. Clusters 3 and 37 consistently state this.
- Increased difficulty (weight 0.35): The expansion is harder than the base game due to tougher enemies and puzzles. Clusters 4 and 26 mention higher difficulty and settings like Warrior mode.
- Boss fights present (weight 0.31): There are multiple boss encounters, including a dragon boss and a secret boss. Clusters 7, 24, and 32 detail these fights.
- DLC with levels (weight 0.31): The expansion includes new campaign levels, often with a final boss. Clusters 8, 25, and 33 mention the number of levels and content.
- Boomer shooter genre (weight 0.28): The game is a retro-style first-person shooter, often described as a boomer shooter similar to Hexen and Quake. Cluster 5 and Cluster 30 emphasize this.
- New enemies introduced (weight 0.28): The expansion adds new enemy types that require new strategies, including shield enemies. Clusters 12 and 16 highlight these additions.
- Evil difficulty setting (weight 0.18): The game features an Evil difficulty setting, adding to the challenge. Cluster 10 notes this.
- Features levels, enemies, weapons (weight 0.18): The expansion includes a variety of weapons, levels, enemies, and secrets. Cluster 11 summarizes these core features.
- Melee combat core mechanic (weight 0.18): Melee combat with fists is a core mechanic, with the hero using fists for fighting. Clusters 27 and 28 emphasize this.
- Soul mode mechanic (weight 0.17): Soul mode turns fists into a rapid punching attack and is a weapon mode for the new melee weapon. Clusters 18 and 21 mention this.
- Jumping puzzles included (weight 0.17): The add-on includes jumping puzzles and first-person platforming sections. Clusters 22 and 34 mention these.
- Level design and pacing (weight 0.17): The level design and pacing are notable, with occasional puzzles and mild platforming. Clusters 23 and 31 highlight these aspects.
- Fast-paced fantasy shooter (weight 0.1): The game is a fast-paced fantasy-themed first-person shooter adventure. Cluster 30 describes it as such.
- Longer levels than base (weight 0.1): Levels in the expansion are longer, about as long as two base game levels. Cluster 19 notes this.
- Abundant purple mana (weight 0.1): The game provides generous amounts of purple mana. Cluster 20 points this out.
- Emphasis on traps (weight 0.1): The expansion emphasizes traps more than the main game. Cluster 38 notes this increased focus.
- Stingier pickups (weight 0.1): The expansion is stingier with health and ammo pickups than the main game. Cluster 39 points this out.

Performance notes:
- Smooth without ray tracing (weight 0.06): Performance is smooth with no noticeable frame drops when Ray Tracing is turned off or set to low, even during intense combat. This suggests good optimization for non-RT scenarios.
- Runs on potato hardware (weight 0.06): The game is highly optimized, allowing it to run smoothly even on low-end hardware. This makes it accessible to a wide range of players.
- RTX works intended (weight 0.06): RTX functions as intended and noticeably improves the graphics. This feature is highlighted as a positive aspect by some players.
- Fantastic performance (weight 0.06): Players report fantastic overall performance. The game runs smoothly and meets expectations.

Recommendations:
- Recommended for Base Game Fans (weight 0.8): Many reviewers strongly recommend this expansion for anyone who enjoyed the base game, often calling it a must-buy or must-play. The sentiment is consistent across numerous clusters, indicating a clear consensus.
- Recommended for Amid Evil Players (weight 0.46): Reviewers frequently state that if you liked Amid Evil, you will enjoy this DLC. This recommendation appears across several clusters and is a common theme.
- Worth Buying on Sale (weight 0.34): A recurring point is that the DLC is worth purchasing, especially at a discount. Many advise against paying full price but highly recommend grabbing it during a sale.
- Generally Worth the Price (weight 0.21): Several reviewers feel the DLC is worth the money and time, with some calling it absolutely worth it. This positive sentiment is echoed in multiple clusters.
- Play DLC Before Base Game (weight 0.2): Some reviewers recommend playing The Black Labyrinth before the base game because it serves as a prequel. This advice appears in a few clusters, suggesting it enhances the overall experience.
- Skip if You Disliked Base Game (weight 0.13): Reviewers note that if you did not enjoy the base game, the DLC is unlikely to change your mind. This is a clear warning for those who are not fans.
- Improves on Base Game Issues (weight 0.09): A few reviewers mention that the DLC improves on aspects they disliked in the main game and is very satisfying. This suggests it addresses some criticisms.
- Only for Hardcore Fans (weight 0.09): Some feedback indicates the DLC is mainly for big fans of the original who want more of the same, and may not appeal to others. This targets a specific audience.
- Recommended but Not Essential (weight 0.09): A few reviewers consider the DLC a recommended but non-essential purchase for those who enjoyed the game. It's seen as optional rather than mandatory.
- Play on Maximum Difficulty (weight 0.08): Some suggest playing on maximum difficulty and without HUD for an intense experience. This advice may appeal to hardcore players.
- Short but Worth It (weight 0.05): One reviewer notes the DLC is fairly short, suggesting to get it at a discount. This highlights a potential value concern.
- Recommended for Heretic/Hexen Fans (weight 0.05): A reviewer highly recommends the DLC to fans of Heretic and Hexen, indicating a niche appeal. This points to a specific audience.
- Use Alt-Fire Ability Often (weight 0.05): One tip recommends using the Alt-Fire Ultimate ability often during heated battles. This is a specific gameplay suggestion.
- Adjust Difficulty and Saving (weight 0.05): A reviewer advises not saving every 5 seconds and instead lowering the difficulty because the DLC is challenging. This is a practical tip.
- Try Base Game Weapons First (weight 0.05): One recommendation is to try the base game weapon set first and not keep the DLC weapon set initially. This offers a gameplay preference.

Other player notes:
- Short campaign duration (weight 0.46): The DLC is short, with playtimes ranging from under 3 hours to about 5 hours. Many reviewers finished it in a day.
- Adds new content (weight 0.45): The DLC adds new levels (around 9-10), weapons (two new ones), enemies, and boss fights (two bosses) to the game. Weapons can be carried into the base game after completion.
- Prequel to Amid Evil (weight 0.44): The Black Labyrinth DLC serves as a prequel to the base game, often described as fine to play before the main game. It is a step up from the Amid Evil base game.
- Mixed reception on quality (weight 0.33): Some reviewers find it a disappointment compared to the excellent base game, lacking soul and enemy variety. Others consider it on par with the best parts of the base game.
- Priced around $12 (weight 0.3): The DLC is priced at $12 USD by New Blood and is often on sale. Some consider it reasonably priced for its length, though others note it's close to the main game's price.
- Comparisons to other shooters (weight 0.29): The DLC is compared to retro shooters like DUSK, Hrot, Slayers X, and ULTRAKILL, as well as Doom Eternal and Ghostrunner. It is also compared to Hexen and Quake.
- Developed by New Blood (weight 0.23): New Blood is known for Dusk and Amid Evil and for innovating first-person genre games. This is the first New Blood release one reviewer didn't like.
- Length like extra episode (weight 0.23): The DLC is often described as being like an extra episode or two of the base game, with about 9 levels that play for around 25 minutes each.
- High quality music (weight 0.22): The soundtrack is composed by Andrew Hulshult, known for his work on Dusk and Amid Evil. The music is smooth and atmospheric, with heroic themes.
- Unlocks weapons in base game (weight 0.2): Completing the DLC allows players to use DLC weapons in the base game campaign. Progress can also be carried over to the main campaign.
- Release delays (weight 0.2): The DLC took a long time to release, about 4 years after the original game. One reviewer waited almost 3 years and was disappointed.
- Visuals and atmosphere (weight 0.17): The DLC supports ray-tracing and DLSS. The atmosphere is gloomier than the base game, and the visuals are compared to a Bryce3D render.
- Focus on gameplay over story (weight 0.13): The DLC focuses more on gameplay rather than deep narrative. The story is inconsequential and not huge.
- Built-in cheats (weight 0.13): Cheats are built into the game and can be viewed under the codes tab. They do not lock players out of achievements and can spice up or ease the game.
- Hopes for more DLC (weight 0.13): Reviewers hope for more DLC in the future and an Amid Evil 2. They look forward to replaying with the DLC.
- High rating (weight 0.13): One reviewer rates it 9.9/10. It is a great complement to the already excellent AMID EVIL.
- Fantasy shooters less popular (weight 0.12): Fantasy shooters are never as popular as normal shooters. Despite this, the game occupies the top of one reviewer's personal boomer shooter list.
- Level design compared (weight 0.1): Level design is compared favorably to the base game. The DLC is like a really beautiful map pack.
- Inspired by Heretic (weight 0.09): The game is inspired by Heretic but is more than a clone. It is a revival retro FPS.
- References to JoJo (weight 0.09): The game contains many references to JoJo, and the developer is confirmed to be a JoJo fan.

Emotions:
- Disappointment (weight 0.28): Players are disappointed by the lack of future content and the DLC's shortcomings compared to the base game. The DLC features lazy level design, mediocre boss battles, unimpressive new weapons that feel like reskins, and a short length that fails to capture the original's soul.
- Satisfaction (weight 0.26): Players find satisfaction in the DLC's improved level design, new weapons like the gauntlets and scythe, and revamped boss battles with actual mechanics. The expansion is often considered better than the base game, with excellent art direction, sound, and engaging combat.
- Frustration (weight 0.24): Frustration stems from overtuned boss fights, shield enemies that block attacks and drain mana, and a severe lack of ammo. Bugs, soft-locks, and tedious jumping puzzles further aggravate players, leading to save scumming and giving up.
- Excitement (weight 0.2): Excitement is driven by new physics-based puzzles, weapons like the Voidsplitter, and improved level flow. The epic final boss, fast-paced combat, and gorgeous level design with epic events keep adrenaline pumping.
- Admiration (weight 0.15): Admiration is earned through exceptional level design, beautiful art direction, and atmospheric music. The DLC's stunning scenery, polished maps, and spectacular boss fights with many phases showcase the developers' craftsmanship.
- Enjoyment (weight 0.15): Players enjoy the fun and exciting combat with impactful weapons, especially the gauntlets. The DLC offers top-notch levels, great enemy variety, and a sense of adventure that makes traversing it a pleasure.
- Annoyance (weight 0.14): Annoyance arises from shield enemies that block everything and track perfectly, excessive darkness in levels, and tedious jumping puzzles. Encounters with cheap enemy spawns and sniper-accurate archers further irritate players.
- Appreciation (weight 0.08): Appreciation is expressed for beautiful locations, excellent atmospheric music, and superb visuals. The new weapons, especially the scythe with its cool ultimate, and the epic expansion of maps are highly valued.
- Enthusiasm (weight 0.08): Enthusiasm is fueled by incredibly fun and visually spectacular weapons like the fists and scythe. The sensational second half of levels, incredible level design, and a formula that works make the expansion as good as or better than the main campaign.
- Love (weight 0.05): Love is shown for the solid levels, enemies, and weapons, as well as the new aesthetic and enemies. Players who loved the original game appreciate every minute of the expansion.
- Joy (weight 0.05): Joy comes from using fun new weapons like the purple scythe and gauntlets, and enjoying the DLC more than the base game. The game is a blast to play, with the end fight causing grinning.
- Awe (weight 0.03): Awe is inspired by the overwhelming grandeur of scenarios and level design, particularly 'The Chamber'. The amazing and long levels give a sweet chill and leave players awestruck.
- Slight disappointment (weight 0.03): Slight disappointment is due to secrets being easier to find, new enemies becoming repetitive, and the gauntlets and Voidsplitter feeling functionally identical to base game weapons. These factors diminish the sense of novelty.
- Anticipation (weight 0.03): Anticipation is felt for a potential Amid Evil 2 and for replaying the base game plus Black Labyrinth on Evil difficulty. Players feel they are in for a good time.
- Boredom (weight 0.03): Boredom sets in quicker than with the original game due to huge empty spaces, trivial encounter design, forgettable music, and disconnected level art. Tedious gameplay and facing only a handful of monsters contribute to the boredom.
- Dislike (weight 0.03): Dislike is directed at the overtuned Evil difficulty, tedious enemies, and specific boss mechanics like the dragon boss's four phases and the last boss's bomb phase. Annoying flying enemies in later stages also detract from the experience.
- Fun (weight 0.03): Fun is had with the gauntlets' thousand fist punch and creative boss phases, making the overall experience enjoyable.
- Amusement (weight 0.03): Amusement is provided by hilarious purple fist switches and gauntlets, a section with giant swords flying at a castle that made the reviewer laugh out loud, and many references to JOJO.
- Anger (weight 0.02): Anger is provoked by timing-jumping puzzles and annoying fights in the Hole and Chamber levels, making the game frustrating to play despite being cool.
- Liking (weight 0.02): Liking is expressed for the centrality of fists in solving many game sections and for the DLC being liked a bit more than the original game.}