There's plenty to like in Pharaonic, including fantastic visuals, interesting (albeit repetitive) character design and moment-to-moment gameplay that is hard to beat. The development team has somehow managed to make a Souls-style game accessible, with one less dimension. Ambitious achievements like this are fairly rare, especially for such a young studio. And to imagine that this was done on such a small scale is genuinely remarkable. I would highly recommend giving this experience a look if you're looking for the next chance to be reminded how you suck at games. Git gud, man. Git gud.
The panning camera highlights each location as a beautiful vista through superb background detail
Pharaonic is a visually stunning game with an art style that just makes everything pop – lots of colors and great attention to detail. I really enjoyed playing the game for my Pharaonic review, even if it’s a challenging release. A full trophy count plus a shiny platinum is yours for the taking if you think you’re good enough to handle the challenge. Are you ready?
Coming off of Ziggurat, it seemed like Milkstone Studios could rule the world, but with every studio, there’s some missteps along the way to the next lauded achievement. Pharaonic is unexciting as it is uninspired, and doesn’t give a good future to the space it’s so willingly trying to occupy. In other words, Egypt fell.
Combat is solid and satisfying, with an element of strategy involved. Well-presented graphics gives it its own style. Fighting can become tediously slow and repetitive. The story makes no impact and leaves no impression. RPG elements are poorly executed – like most of the slaves you run into.
Pharaonic had great potential being a completely unique experience, but it's brought down by a weird desire to make you replay far too much of the same area.