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devs are WOKE
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Doesn't matter at all. You will buy this Polish product.Bought it. If it's shit, I'll never forgive you Shodanon
On my third level one of the quest givers died because his faction enemies found him while I was exploring.Also, factions are at war but don't fight each other, just you?
Thanks,
Sherry
This post is pending Infinitron's approval
Sayto Skinwalker's![]()
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It is funny seeing people seethe about the complete lack of direction which isI played the first demo and it was indeed good though suffered a bit from amateur Deus Ex modder syndrome of having levels larger than they ought to be.
just like EYE Divine!!!Very often I find myself running down a massive, empty corridor that really performs no function at all. It's life half the map could be cut, and the only thing you'd lose would be miles of emptiness. The maps also have this annoying habit of leading you for a long time through yet more corridors into some big area that looks like there should be something there... but there isn't.
On that note, it's very easy to break your legs in this game.just like EYE Divine!!!Very often I find myself running down a massive, empty corridor that really performs no function at all. It's life half the map could be cut, and the only thing you'd lose would be miles of emptiness. The maps also have this annoying habit of leading you for a long time through yet more corridors into some big area that looks like there should be something there... but there isn't.
On that note, it's very easy to break your legs in this game.just like EYE Divine!!!Very often I find myself running down a massive, empty corridor that really performs no function at all. It's life half the map could be cut, and the only thing you'd lose would be miles of emptiness. The maps also have this annoying habit of leading you for a long time through yet more corridors into some big area that looks like there should be something there... but there isn't.
One of the major aesthetic inspirations of this game is the manga Blame! where the protagonist explores a massive, mostly empty dead city. The problem is that the devs wanted to marry the sense of isolation of exploring a dead world with the gameplay of an imsim / RPG. Now granted, they have made an imsim, and they have made that kind of exploratory experience as well, but it's a dysfunctional marriage where both parties are suffering under the weight of the devs inability to make things work. The two elements don't mesh well together, because the gameplay is broken and buggy, and the exploration is meaningless since the sights are not *that* interesting, and not that *meaningful*, unlike the manga.As for the big maps, it is indeed an issue. Very often I find myself running down a massive, empty corridor that really performs no function at all.
To be fair, there are a couple instances where I can see that kind of aesthetic shine through, such as when you scale a fuckhueg commie block, but more often than not, I'm spending half a minute running down a completely empty, non-descript tunnel.One of the major aesthetic inspirations of this game is the manga Blame! where the protagonist explores a massive, mostly empty dead city. The problem is that the devs wanted to marry the sense of isolation of exploring a dead world with the gameplay of an imsim / RPG. Now granted, they have made an imsim, and they have made that kind of exploratory experience as well, but it's a dysfunctional marriage where both parties are suffering under the weight of the devs inability to make things work. The two elements don't mesh well together, because the gameplay is broken and buggy, and the exploration is meaningless since the sights are not *that* interesting, and not that *meaningful*, unlike the manga.As for the big maps, it is indeed an issue. Very often I find myself running down a massive, empty corridor that really performs no function at all.
I think you hit the nail on the head with this post, I've already written at some length about what I thought made the imsims and first-person action-RPGs work in the context of Bloodlines, not tooting my own horn but it'd be tiresome to repeat it all here, unnecessary too. There I made the argument that Deus Ex and Bloodlines had nailed the more or less perfect scope in terms of playing area to sell what it was going for while still retaining meaningful levels for gameplay purposes, not too big, not too small. A couple of decently large hubs, and very distinct locations you could go to from them.One of the major aesthetic inspirations of this game is the manga Blame! where the protagonist explores a massive, mostly empty dead city. The problem is that the devs wanted to marry the sense of isolation of exploring a dead world with the gameplay of an imsim / RPG. Now granted, they have made an imsim, and they have made that kind of exploratory experience as well, but it's a dysfunctional marriage where both parties are suffering under the weight of the devs inability to make things work. The two elements don't mesh well together, because the gameplay is broken and buggy, and the exploration is meaningless since the sights are not *that* interesting, and not that *meaningful*, unlike the manga.As for the big maps, it is indeed an issue. Very often I find myself running down a massive, empty corridor that really performs no function at all.
Bought it and gave it a try, gonna put it on hold for now because of bugs (after reloading a save after I died, my gun stopped working, doesn't shoot when I left click; searched the Steam forums for the bug and apparently items no longer working is a bug that sometimes happens based on how you arrange them in your inventory grid, so yeah, gotta give this some time for bugfixing). Explored enough to get a good impression of the levels.I, too found the levels too big for their own good when I played the demo. This was a few years ago.
The game that perfectly captures Blame! and other media in the same vein still hasn't been made
Not a walking sim, just something that put all emphasis on navigating the world, with some sort of gameplay challenge at the end of it being the goal.
This is probably literally what you are looking for: https://store.steampowered.com/app/1417930/Lorns_Lure/I've never played a game that lets you slide downhill on the slope of some gigantic concrete or steel pyramid in a game all about making the player feel small inside a much larger space, surfaces that extend for miles into unknown distant constructs equally as gargantuan in a desolate tomb world populated with sparse tribes of human survivors and rotting aeon old cyborgs.