Some games just don’t come together. They have ideas, ambition, and sometimes even a cool setting. But the pieces never click. The Last Oricru – Final Cut is one of those games. It wants to be a narrative-driven sci-fi RPG where your choices shape the story, but what you actually get is a frustrating, awkward, and frequently broken experience that never delivers on what it promises.
This “Final Cut” version is supposed to be the refined, polished release. Instead, it’s still clunky and inconsistent, with bad combat, uneven voice acting, and a choice system that mostly boils down to picking the lesser of two evils and getting punished anyway. If this is the best version of The Last Oricru, I don’t want to see what the original was like.
What Is The Last Oricru
The Last Oricru is a third-person action RPG set on a sci-fi medieval planet where factions are at war and you, the outsider, are caught in the middle. You wake up in a stasis pod with no memory, immediately thrown into a rebellion between humans and lizard-like creatures called Naboru. The story revolves around your ability to choose sides, manipulate outcomes, and affect the fate of the planet.
That sounds like it could be interesting. In practice, it plays like a muddy combination of low-budget Soulslike combat, branching dialogue trees that rarely matter, and painfully stiff movement. You can talk to characters and make choices, but most of those decisions feel shallow. And the writing behind them doesn’t make any of it feel important.
The whole thing has the energy of a mid-tier Xbox 360 game from 2008 — except it came out in 2022.
Combat and Controls
Combat is a chore. It uses a stamina-based system with light and heavy attacks, dodges, parries, and equipment weight. That sounds familiar, but everything about the execution is wrong. Hitboxes are inconsistent, enemy AI is basic, and animation timing feels completely off. When you miss a parry, it feels random. When you land a hit, it doesn’t feel satisfying. There’s no weight to anything.
Even basic encounters can become frustrating because of how clunky everything feels. There’s an attempt at a gear upgrade system and inventory management, but none of it makes much of a difference. You can dress up your character in heavier armour or switch weapons, but combat is always going to be the same awkward dance.
There’s also friendly fire in co-op, which leads to some unintentionally hilarious moments if you’re playing with someone else. More often, though, it’s just frustrating. The camera gets stuck, enemies teleport, and certain abilities seem to trigger without any logic. You’re fighting the game as much as you’re fighting the enemies.
Story and Characters
The story wants to be reactive. The Last Oricru sells itself as a game where your decisions shape the world. You can align with different factions, betray allies, shift the outcome of battles, and so on. But it’s hard to care when the writing is this poor.
Characters are forgettable at best and grating at worst. Dialogue is often unnatural, filled with exposition dumps or weird attempts at humour that don’t land. The voice acting is stiff, and sometimes downright amateur. Everyone sounds either bored or unsure what tone they’re meant to be using.
Choices do lead to different paths, but they rarely feel meaningful. You’re usually picking which group of unlikable people to support. And whichever side you choose, you’re going to see a lot of reused dialogue and recycled mission structures. The branching story feels like it’s trying to be clever, but it ends up just being repetitive.
Level Design and Progression
The environments are a mix of sci-fi ruins and medieval fortresses. Some of them look decent at first glance, but that illusion disappears quickly. Level layouts are confusing, backtracking is constant, and the game leans heavily on boring key-fetch quests or kill objectives. There’s very little exploration worth doing, and even less reward for doing it.
Progression is tied to a basic experience system that lets you unlock stats and skills, but it’s never satisfying. Levelling up feels like ticking boxes. You don’t get much stronger, enemies just get more annoying. By the mid-game, it’s hard to tell if you’re advancing or just stuck in the same awkward loop.
The inventory system and menus are also clunky. Basic things like comparing gear or switching items are more effort than they should be. The UI feels like it was designed for a different game and just patched into this one late in development.
The Final Cut still feels like the first draft.
Co-op and Performance
There is full co-op support, which sounds great on paper. In practice, it doesn’t fix anything. It just lets two people suffer through the game together. There’s no real synergy between characters. Loot isn’t shared intelligently. Dialogue scenes drag on while one player waits. And worse, it introduces more bugs — teleport glitches, sync issues, and crashes are common.
Performance is also rough in places. Load times are long. Textures pop in constantly. Enemy animations bug out. You’ll fall through the floor at least once. And even in the Final Cut version, you’ll still run into moments where quest objectives don’t trigger properly or NPCs forget what they were saying mid-sentence.
GFN Performance
Played on GeForce NOW. The game runs and loads normally. No streaming-specific issues, but the problems here are all in the design, not the platform.
Who Should Play This
If you really enjoy janky RPGs, or you like poking around in bad design just to see what went wrong, this might be worth grabbing on a heavy discount. There’s some novelty value in the mess. But that’s not a strong recommendation.
For most players, it’s a hard sell. The combat doesn’t work. The choices don’t feel meaningful. The world isn’t interesting enough to carry it. There are better bad games and better RPGs. Even the Final Cut doesn’t save it.
Final Verdict
You can check out the The Last Oricru game hub for more coverage and updates.