DERELIKT Review — The Stars Awake

DERELIKT is both a great nostalgic tribute to old-school gaming and a genuinely good title that stands out on its own.
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DERELIKT is a sci-fi horror shooter built in the image of classic PSX-era FPS games. After accidentally awakening an ancient and evil presence, it’s up to you to shoot your way out of one of the most dire situations, testing the mettle of your advanced weaponry against giant flying squids, surface-breaching tentacles, and disgusting man-sized maggots in a title that feels like a forgotten classic.

From the look of the game to the unique marketing and store page, it couldn’t be more obvious that DERELIKT is a love letter to the classic FPS horror shooters of the late ’90s. Doom 3 and System Shock 2 are honored upon the dark and gritty altar that is DERELIKT, a tribute that catches not only the gameplay and look of the genre it is nostalgic for, but somehow manages to capture the essence of what made these games feel the way they did to begin with.

Derelikt Maggot
Screenshot: Try Hard Guides

I’m not exaggerating when I type that, nor am I hoping to get the line picked up for a press release or quoted on the Steam page. While playing DERELIKT, I truly felt like I was in a ’90s classic that should have been released but never was, for one reason or another. The visuals certainly helped, but it was something that went much deeper, into the very DNA of what DERELIKT was.

Perhaps it was the way the game’s levels felt both open yet claustrophobic, with narrow hallways that wind into each other and felt much bigger than they were thanks to how empty they were. Maybe it was the score, which was droning and mysterious and made everything feel stranger, giving me the impression of being deep and alone in the recesses of space. Maybe it was the way the dialogue was short but succinct, giving me tidbits of information without ever revealing the whole picture, leaving my mind to wander.

Derelikt Monolith
Screenshot: Try Hard Guides

Or maybe DERELIKT feels so much like its inspirations because solo developer Visuwyg was there, played those games, and truly loved them, translating something deep within their soul when it came time to make their own game. Maybe what makes DERELIKT feel the way it does is indescribable, something carried from developer to player like an ancient curse. Or maybe I’m just not very good at my job, but the point is that the game overwhelmed me with a feeling that very few modern titles capture.

Again, the graphics do help a lot. DERELIKT looks like something from the era, but it is more than just low-poly modeling and a CRT filter. The game uses a cleverly designed palette that makes it feel straight out of its era, mimicking ’90s sci-fi incredibly well with intelligent and intentional use of blacks, blues, purples, and golds. The enemies are cleverly designed, unique-looking monsters that fit very well with the aesthetic. The low-poly modeling feeds you just enough detail to grasp what you’re looking at, but blurs enough to leave your imagination wandering.

If DERELIKT were just a really good-looking game with a great vibe, I would still praise it, but it happens that the game plays very well too.

Derelikt Scientist
Screenshot: Try Hard Guides

Weapons feel really good to use in DERELIKT. Guns are loud, punchy, and give you a good sense of impact without needing to stagger or knock back enemies. The assault rifle felt especially good to me, like a devastating auto cannon that made just enough of a dent in enemies to feel impactful without making the foes feel weak. I felt like I was punching holes in the ancient, unknowable aliens, but only just barely before they ripped my throat out, which is how you should do a horror shooter.

The horror elements, too, are great, and I won’t go too deep into them because I don’t want to spoil too much, but the game delves into cosmic horror very well while also delivering alien horror, an often underappreciated subgenre that depicts unknown lifeforms in space as something to fear. The enemies felt like a mix of intelligent Great Old Ones and savage beasts designed only for killing. The game managed to capture a genuinely good horror atmosphere without jump scares and without breaking away from the traditions of the games it was inspired by.

Derelikt Monster
Screenshot: Try Hard Guides

One area I would complain about, if ever so slightly, is the level design. While mostly good, I was often left feeling like the path forward was a bit confusing. One particular segment, which is actually the moment that kicks the game off, had me in a death loop because I wasn’t noticing right away the twists and turns the game wanted me to take. The game could have clearer pathing throughout, but that could also be a reflection of my own ability as a player.

DERELIKT impressed me. It captured the feeling of a bygone era personally, and it did so without feeling like nostalgia bait, being a perfectly good game on its own. It also proves that a game can be good even if it doesn’t do a whole lot differently, as the gameplay is intentionally designed to be dated but still feels solid and great to play. I enjoyed my time with DERELIKT, and I think you will too.

The Final Word

DERELIKT is both a great nostalgic tribute to old-school gaming and a genuinely good title that stands out on its own. The worldbuilding is excellent, the gameplay is fun despite being intentionally dated, and the horror is genuinely strong without relying on jump scares. There is very little to complain about with DERELIKT, especially if you go in knowing that it was designed to feel like it could have been released 30 years ago.

9

Try Hard Guides was provided a Steam key for this PC review of DERELIKT. Find more detailed looks at popular and upcoming titles on our Game Reviews page! DERELIKT is available on Steam, Xbox, PlayStation, and GOG.

Erik Hodges

Erik Hodges

Erik Hodges is a hobby writer and a professional gamer, at least if you asked him. He has been writing fiction for over 12 years and gaming practically since birth, so he knows exactly what to nitpick when dissecting a game's story. When he isn't reviewing games, he's probably playing them.

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