Let It Die is a free-to-play game developed by Suda51’s team, so of course is 100% pure insanity. The main aim of the player is to climb a dystopian tower, fighting monsters, invaders, collecting new items and experience, while advancing each floor toward the top. The combat is souls-like inspired, with a stamina bar dictating the possible moves, light and heavy attacks combined with dodging, and easy ways to die if the enemies are underestimated. If this looks quite standard, everything else is totally over-the-top.
The tower was mysteriously built after a cataclysm on a small island close to Tokyo. Since that time, the tower has continued to grow, attracting different kinds of people. Powerful lords started to live and take control of the tower, building a sick new system where even the dead bodies are brought back to life to fight for them. Meanwhile, adventurers started to climb the tower, hoping to claim the mysterious treasure hidden on the top. The ground floor of the tower is a small shopping mall connected to the metro station, with a fountain in the middle, bathrooms, and elevators. But it is exactly this place that became the base camp of all these crazy operations, attracting the most insane and illegal merchants to open a shop there. And it is exactly the ground floor that works as the hub or lobby of Let It Die.
The lobby of the tower is the equivalent of a small town, with a lot of services and bizarre characters to interact with. Even if many places have standard services, like to buy items or to level up the player, the shopkeepers and the setting are anyway insanely original and plainly weird. Because nothing is as it should be on this floor. The bathrooms are brainwashing prisons, freezers are where clones are stored, and the metro station works as vehicles to invade other players. And these are only the standard things.
Let’s have a look at the most whacky places and services available in the lobby.
Each death in Let it Die is permanent, there is no other way to say it. However, with enough gold, dead bodies can be collected and reanimated. On the other hand, new clones can be produced to rescue the dead body of the previous character, who will be wandering like a bloodthirsty revenant on the floor where it died. Because the lords of the tower are controlling death, and facing your previously dead characters is not a surprise The freezer is where the available characters are stocked, hanging like dead meat on chains. New characters can also be recruited here, or they can be organised for different tasks, for example, to defend the base from other players’ raids. Alternatively, unused characters can also be sent to scavenge and hunt on other player’s floors. They will become invaders, challenging enemies for the other players to face, and they will come back with scavenged materials as a reward after enough time passed.
Let It Die also involves a multiplayer attack-defend the base mode, freely playable by everybody. But of course, also this mode is totally insane. To access the Raid mode, the player needs to talk to a weird-looking robot, similar to a train operator mascot, with a creepy smile on the face and electric blue eyes. The small robot is totally insane, and will direct the player, with the voice full of crazy enthusiasm, to the different raid modes and the power-up for the base: “Thank you for riding with us today.” Then, the attack mode is very straightforward: jump inside the metro and it will bring you directly to the enemy base. The other players will leave their characters heavily armored to defend the base or, if you are lucky enough, it will be defenseless. With enough time available and with the defensors killed, the other players’ resources can be looted from their base.
There is a random and bizarre consequence of the train raids. Sometimes, when another player’s character is defeated, its body will stay on the ground. These characters can be kidnapped and brought back to the base. They will end up imprisoned in the bathrooms, now reconverted in jails. The kidnapped character will be trapped there, wrapped in plastic, and with a visor on their face, totally isolated from reality and in constant sufferance. The characters are indeed undergoing a brainwashing procedure, which has a fixed time to be executed. After the time has passed, the kidnapped fighter will be totally brainwashed and ready to join the player’s team. However, the other player will not stay quiet when one of his characters is kidnapped, and will have the chance to attack the base where is imprisoned in order to free him.
The regular shop of Let It Die is probably the less inspired section of the lobby. Here, the player can buy weapons and armors, but also access the R&D section to develop and unlock new equipment using the correct materials. The owner of the shop is a legendary merchant, with the head protected inside a glass, and surrounded in the background by weapons drenched in blood, including chainsaws. The fact that the shopkeeper is definitively too similar to an infamous German dictator doesn’t anyway help in giving more identity to this shop.
Vending Machine “Hernia”
A regular vending machine but with a creepy twist and design. The machine will sell different items that will change periodically, which can be acquired by using different kinds of currency. One of the main forms of payment is called Bloodnium, and it is linked to blood. But the interesting detail is the execution of this payment. Small spiked cylinders will appear like a medieval trap, and the character’s hand will be voluntarily wounded by this instrument of torment in order to extract the payment: blood. The fact that the shop is called “Hernia” is also causing additional uneasy feelings.
The Mushroom Club is probably one of the most bizarre shops ever seen in a game, owned by an insane woman. She is dressed only in a bikini, covered with tattoos, with mushroom-like hair and tribal fangs covering half of her face. The legends say that she was a backpack traveler that went insane after trying weird fungi, and now is managing her tribal shop inside the tower. When not working, she will perform a lap dance on a giant umbrella, but her role is far more bizarre. Like a post-apocalyptic shaman, the woman will provide a psychedelic mushroom soup to her customers, which will give very unexpected results. In fact, after trying the different soups, the player will receive adhesives to wear like tattoos on the different characters. Some adhesives, or decals, are only temporary and will disappear with the death of the character, while the premium ones can be recovered even from dead bodies. The scene when the character drinks the psychedelic soup is particularly weird, and the decals will appear from a rainbow of colors sparkling from the empty dish.
Quests: the Voyeur Visor
Secondary quests were generally selected by talking to a cute girl in the arcade room, another section of the lobby that can be accessed from the fountain (check the associated section). However, after an update, quests can now be selected in a more bizarre and peculiar way from the main hub. A visor supported by the statues of two kids now works as shortcut to access the quest menu. The kids look like characters from an old Japanese manga, or from some school propaganda, jumping very happily while working as support for the visor. By accessing the visor, the player can select different quests to complete, from “collect x items” to “kill x enemies,” or sometimes more variegated challenges like complete specific floors without wearing any armor. Interestingly, the visor also works as a sort of voyeur machine. In fact, after finishing to select quests, the player can see the face of the girl in the arcade room. The girl seems unaware of the player’s presence, and she looks like busy watching something and will often comment “No, no , not there” or “He hide what and where!?”
Experience hardly collected during the explorations inside the tower needs to be used inside the lobby to level up the characters, deciding which attribute to power up, from strength to agility. And of course, to use the experience, the player has to interact with a creepy creature that looks like a living brain combined with a motorbike in a sort of cyberpunk jellyfish. The grotesque creature will directly inject tubes with jacks inside the character’s back, and, in a painfully-looking scene, highlighted by disgusting sounds, the experience can be used to power up the characters.
The Arcade Room
A lobby inside the lobby, the arcade room is a meta-game festival, and another stylish insanity added to the game. As if Let It Die was just an arcade game that the player is actually trying to beat, the Arcade Room works as a place for hints, advice, and to better understand the lore. The different characters will tell you how to get better in the game, like if the player was really asking help from other players. Moreover, a radio can be selected to change the music, while a mysterious machine provides information for the lore of the game in the form of old and distorted VHS movies.