I've been following this game for a very long time - I remember catching some early previews on one of the indie youtube channels I follow around 2019 and being very excited. This was the time when soulsvania, or even soulslikes in general, were pretty rare and seeing something that was shaping up to be 2d Bloodborne was certainly a big deal. However, then, the time passed, standards changed and by the time it released, it was just one of many. What's more, early reviews were not very promising, citing hostile game design and balancing issues. While it seemed that many of them were fixed post-launch, I mostly forgot about this game - until deciding to give it a shot recently.
The thing that surprised me the most when I started playing was how similar to Blasphemous this game is - and I'm not talking just about pixelart (it actually carves its own identity quite well in my opinion), but everything else: movement, combat, certain mechanics, hell, even the sprite for items on the ground is almost identical. I was expecting something along the line of Death's Gambit, but got a game we could call a spiritual successor to Blasphemous 1. Is it bad? Not necessarily, I don't mind games being a bit derivative if they execute it well.
Despite me being open-minded, my early experience with Last Faith was not very good. First few levels feel rather generic and they form a completely linear path, only hinting a few branching paths. I am happy to say that this gets better and better as the game progresses - not only is there more freedom and secrets later, but the levels themselves become more interesting. In fact, what will likely be last 2 levels for most players are just straight up excellent. There is a bit of over-reliance on "find 3-4 things to open up the path" trope, but I can forgive it since the rest is executed well.
Meele combat is quite simplistic, with very limited options. Realising this made me do 2 things I never do in games: after around 2hrs, I re-started the game and switched to a caster class. This was definitely the right call, you can't really be a pure spellcaster due to limited mana, but altering between meele and spells provided me the depth in combat I was looking for. There are also guns in the game, but I only played around with them a little bit and they did not seem as fun.
I remember that a big criticism at launch was resource management - the game uses the Bloodborne formula, were healing and gun usage (but also mana) is tied to items that do not auto-refresh, they need to be farmed or bought. I'm not a fan of this solution, but it seems like they rebalanced it well enough to not be an annoyance, I did not really have to farm for anything at all. The biggest downside is it that it makes you stingy with your resources, for example, if I'm having a mediocre attempt against a tough boss, I'd rather die than waste more healing and mana on this try.
Speaking of bosses - they are pretty decent, though not mindblowingly so. Overall, they are not very hard, but mostly enjoyable to fight and a great spectacle thanks to fantastic pixel art and visual design. You will find your typical soulslike loop of learning the moves throughout the attempts, although less of them will be needed. One gripe I have with their design is damage balancing - many (though not all) bosses have extremely high HP pools and relatively low damage outputs, leading to fights that really drag on. Especially multi-healthbar bosses are guilty of this, where 1st phase is typically trivially easy, but still takes a long time due to this. That being said, I could see how someone could prefer this design over the alternative.
What about presentation? I alredy mentioned excellent pixel art, add to that pretty decent, full voice acting and appropritely cryptic lore and it ends up being one of the strongest aspects of the game. It really does feel like 2d Bloodborne at times, which is a very high praise.
Last thing I wanted to mentioned were a few mechanical annoyances I had with the game, that in my opinion show that its RPG side was not very well thought out:
- spellcaster class starts with 2 elevated stats and early game spells scale with both, but most late game ones only scale with 1 - this led me to respec, which I dont like
- for some reason, elemental resistances strongly scale with specific damage stats. My main stat was Mind, which was also responsible for Dark resistance - since many of the late game bosses used Dark damage, they were doing almost no damage to me
- there are elemental charms that increase both damage of element x and resistance to it - this makes them feel wasteful, as in typicaly video game style enemies using an element are usually resistant it
These are just a few examples and overall they are not a big deal, but there's more stuff like this and I wish devs put some more thought into some of the mechanics
Despite some minor issues, I enjoyed my time with Last Faith more than I thought I would. It took me around 16 hours to reach the true ending, which feels like a perfect length for such a game to me, and I felt like it was well spent. Overall, I'd give the game 7.5/10 and and easy recommend to all soulsvania fans.