The game is the equivalent of a walking sim, trying not to bump into walls with your clumsy controls, evoking a bit of the Subnautica experience of going so deep you discover something alien.
This was a good intro level to a game.
The game is the equivalent of a walking sim, trying not to bump into walls with your clumsy controls, evoking a bit of the Subnautica experience of going so deep you discover something alien.
This was a good intro level to a game.
My first attempt at playing I couldn't find the groove, perhaps I was too sleepy to get into the story - but then it's tough to save the life of all 6 people at once I suppose. Once I started understanding the surface stories and making some adjustments, I found the story kind of assembling itself around me - and it was an interesting way to tell a tale.
It's frustrating at times how cryptic some of the solutions lead to others, for example - not having Linda get drunk at the party made sense and saved her life, but having her get drunk and sleep with Tom saved her *brothers* life as well.
Okay ... It kind of left me wishing I could have at any point just submitted my best attempt instead of trying so many combinations like a lock that I knew 2 out of 3 numbers for.
Fun though in the end.
This is a power-wash simulator in a way, I imagined interacting with the books and library more than what the game ended up providing.
Fun? Maybe...
But that's good - I like souls like, and they learned a lot - level design wasn't tedious, there were logical loop backs, quick boss runbacks. It did suffer a bit from that "old decayed sewers" look at times but overall it was an amazing game.
There is a problem with tuning on a souls-like I think - a boss has to be a brick wall but only for an amount of time, there should be a way to learn and be better. This game gave me the most frustrating fight that I easily spent an hour on, only to find out it was a multiphase boss battle -- and it's one of the few instances I'm ashamed to say where I've turned down the difficulty.
At that point I didn't care about doing it better - I wanted it gone.
I got angry with this game multiple times, wandering the same rooms looking for a little blob of something that at this point as a detective I would have given up on.
Might be a great story. I'll never have the patience to know.
It's goofy, your weapons have great personality - and one of them (unsurprisingly) sounds exactly like Morty. The entire time you're bounty hunting, your companion is making quips and chatting it up with your targets in very "Rick & Morty" fashion. For example, one boss exchange simply started out -- "Wait, you have drills for hands -- how do you wipe your ass? Oh god .. do you now wipe your ass?"
The cut scenes were VERY long, way too long in fact - but I would have kept playing if there were more bounties to hunt, because the conversation was A-tier.
It's a story we've seen many times, but this was done fairly well - the character rendering, the voice acting was exceptional - the navigation and parkour was "okay" - the combat/stealth was terrible.
The game was 120GB+, mainly because of the quantity of rendered scenes included in the game - each mission was about 30 minutes long, with 10-15 easily being story scenes.
It was good. I mean ... no sense in a replay, the game sequences were mainly figuring out the puzzle of how to trigger the next cut scene and enjoying the movie.