Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Peripeteia - Deus Ex-inspired FPS/RPG set in anime cyberpunk Poland - now available on Early Access

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,811
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The real gameplay issue of the levels is not the size itself, but the scale: everything is just a little oversized for regular humans.

Keep in mind that the character you're playing is not an average-sized regular human.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,737
Yes, it is Druuna, or more accurately Morbus Gravis by Italian comic artist Paolo Eleuteri Serpieri.
A comic series with tits, ass, some S&M and generally sexy women, as well as some tentacle monsters. The story is also hilariously grimdark and bleak, but you probably won't care that much about that one.
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
888
How do this game compare to other Polish fps classics like Chrome, Target or Sniper: Path of Vengeance?
 

jebsmoker

Arcane
Patron
Joined
Nov 17, 2019
Messages
2,705
Insert Title Here Strap Yourselves In I helped put crap in Monomyth
How do this game compare to other Polish fps classics like Chrome, Target or Sniper: Path of Vengeance?
lmao oh no you did not just mention this

anyway, this game is basically meant for people who want an unfiltered and raw immersive sim inspired by games like Deus Ex and Thief, but the fact that the levels are absolutely immense and give EYE's levels a run for their money may repulse you
 

Karl Barx

Novice
Joined
Apr 16, 2017
Messages
22
I am playing it, and just reached what used to be the demo's last level.
(disappointed they didn't keep the original tutorial level, and streamlined the originally-less-linear Scrapyard instead -unless its ghost reappears later, in which case I'll eat my words. But even the finest wine needs some water for the mass market.)

The game's tech didn't really improve that much in 4 years. The already-known levels (3 on 5) were rearranged, stiill have 99% the same content as before. You can tell they're fookin polska-tinators using Early Access as a means to kick their own butt and be finally done with it. That's the noblest goal ever, literally the way I lead my life, and this I fully support ^^.

Bugs are aplenty but never game-breaking (at worst, you go back to the main menu and reload the save), and are apparently getting crushed at a reassuring rate of twice-a-week.
Gunblazing is intense, stealth works, environments have some surprises and the game never holds your hand. I wonder how many never realized they could throw objects to distract enemies?

Some of you mentioned the levels being too big, with some parts literally void of life and interactions (as if you no-clipped your way out of CyberPolksa Futurska). I think it is intentional, and trying to evoke an ominous feeling of loneliness and desolation -as with Silent Hill's endless staircase or the backrooms.
It was a fine touch back in 2021, now not so much anymore indeed... and I am trying to determine if it is just desensitization or an less-optimal level design. Remember I mentioned the 2 first levels as being more linear now? This may play a huge role in the game's reception. In this respect, eager to see how "Belgrade" and the mysterious last level of "[KAR]" look.
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,720
Volume balancing is absolutely retarded (and maybe actual evidence for whoever responsible for it is either really hard of hearing, or mentally impaired).
There's official confirmation that this is how the audio balance is supposed to be. Make your own conclusions about the mental health of the
developers.

Also, from the patch notes, under planned features:
Save file flags for important choices that affect things later in the story
I love how C&C is not even being saved to file...
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,811
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Hell yeah:



00:00 - Joyless - Be normal
03:34 - Ruruyousei - Sunday Summer
05:15 - Snek -Bartheme2
07:53 - UHI - Lainpilled
10:27 - Pisca - The Big City
13:52 - Salt.BMU - Moonchild
18:54 - CC67 - 1912
21:02 - Sewerslvt - Swinging in his Cell
24:49 - CC67 - 2012
25:39 - System ST91 - CYBERNETICFASHION01
28:34 - Bogie - Flower
29:55 - fumoffumomo - Lemonbasement
32:11 - 0EDIT/Ed Harrison - Afterrain
33:24 - Ruruyousei - KAII
34:12 - Ruruyousei - 5941
35:39 - Aineth - Babylon
37:52 - Horbror - PERIPETEIA
39:03 - Sewerslvt - Whatever
42:27 - fumoffumomo - 玉ちゃんの雨
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
153
Insert Title Here
Hell yeah:



00:00 - Joyless - Be normal
03:34 - Ruruyousei - Sunday Summer
05:15 - Snek -Bartheme2
07:53 - UHI - Lainpilled
10:27 - Pisca - The Big City
13:52 - Salt.BMU - Moonchild
18:54 - CC67 - 1912
21:02 - Sewerslvt - Swinging in his Cell
24:49 - CC67 - 2012
25:39 - System ST91 - CYBERNETICFASHION01
28:34 - Bogie - Flower
29:55 - fumoffumomo - Lemonbasement
32:11 - 0EDIT/Ed Harrison - Afterrain
33:24 - Ruruyousei - KAII
34:12 - Ruruyousei - 5941
35:39 - Aineth - Babylon
37:52 - Horbror - PERIPETEIA
39:03 - Sewerslvt - Whatever
42:27 - fumoffumomo - 玉ちゃんの雨

jesus christ, that's all trannycore, people in active underage grooming and animal abuse disputes lmao
 
Last edited:

v1c70r14

Educated
Joined
Feb 8, 2023
Messages
403
Location
The Zone
The game's tech didn't really improve that much in 4 years.
If the test levels are anything to go by then they spent 99% of that time implementing one million guns that mostly feel the same to shoot and rat and cockroach horde simulation technology, both not really present in the game so far from what I played of it.

I don't think it is enough to say that the game is Deux Ex but with bigger levels, it's not really even in the same ballpark as Deus Ex. There are some elements clearly borrowed from there, the augmentations that give you these superpowers like slow-motion, or making you invisible, and all that jazz. But it's more of a hodge-podge of different ideas, the inventory and status screen leaning towards a Fallout 3 hybrid for example, having Marie as a sort of Vault Boy icon in the interface and the abundance of green. The game is Polish trooncore with hints of Prosper, probably right up Marat's rear alley.

I wouldn't recommend anyone, except P*lish people who are obliged to provide free entertainment for the rest of us, to buy this game. Knowing what dev progress looks like over four years and extrapolating it's not hard to tell that this will never a be a game that feels finished or really all that good to play. There's jank and then there's the autistic fever dreams of Polish guys shooting up estrogen and watching too much anime, you can only really see what they were going to if you squint real hard. It's interesting as a piece of outsider art though.

First some positives.
  • The hacking minigame is the best one I've seen in a video game, usually they're pretty annoying but this one makes you mash your keyboard, the keys lighting up on the screen in yellow if you're close and once you find the right letter it's onto the next one. The stroke of genius is making the player take this performative action, acting out the ridiculous Hollywood fantasy idea of hacking IRL.
  • You can and will get lost in levels.
  • Inventory tetris is great at making your squeeze the most out of your limited grid, you can twist items in any way you want, flip them over, rotate them, all to make the odd shapes of weapons fit into your inventory setup.
  • The levels are large and do at rare times give you a glimpse of what they set out to evoke.

bBugcvJ.png

See this staircase? You can climb it. Is there anything interesting on the bottom of it? Not really. Is it fun to navigate it down? Not at all.

5P4FlNl.png

I wonder what is at the bottom of this chasm.

ijGIhi4.png

Random murderhobo elites that kill me dead for no reason? Okay.

fXin6VL.png

Combat is a clusterfuck, enemy AI is much more braindead than in Deus Ex and you can literally do laps around them if you want. When you kill them they stop in place and ragdoll, flopping over in a limp way.

QIsWmF5.png

Yeah, he's Polish, of course he's making it worse.

OvnVQrP.png

This is one big elevator, very Akira-esque. Only problem is that the button to start it does nothing and there is no message about me not having the right keycard or anything.

GFw0M4D.png

Selling ghost inventory items from another save that remained in my inventory, giving me infinite money.

J5B7yfs.png

One of few instances that did something for me, the scale of the much too tall ladder going up some massive ventilation shaft was pretty cool.

QhAP3Vq.png

If they spent half as much time on the combat as they did on the gun assets they'd have a much better game on their hands.

bvpYWSC.png

Rats on skateboards.

The negatives are pretty straightforward.
  • Navigation isn't inherently fun, despite the game having mantling and powers relating to movement it's often feels pointless.
  • The levels feel more unfinished than large most of the time. It's like booting up a leaked unfinished build of a game (which it is), it doesn't give the exploration a sense of awe or anything, it makes it feel trivial.
  • What content does populate the levels feels very cargo-culty. Like that one appartment where you could unplug the iron lung guy for no reason, it's like they wanted to do Lucius DeBeers but in Deus Ex is was there to showcase how ruthless the illuminati were, and where those games of powers could get you. Lenin portrait inside the flat made the decision for me, but the girl outside complaining about him doesn't even react to the guy dying.
  • The lighting in this game looks awful, it has that "I have no idea how Unity works or rendering at large" aesthetic to it all. You also often have to rely on nightvision even in places and situations where it doesn't feel like it makes sense.
  • The pacing is very stop and go, sometimes you are getting shot at, you probably don't know why, or who it is that is shooting at you, and after you've killed everyone it's back to traversing mostly empty space, without any vista, or far-off point that seems inviting and you want to get to either organically or because you're entirely sure that's where the game wants you to go.
  • Game does a poor job communicating things to the player in general, both visually and in terms of story beats and goals. Half the time I have no idea who is shooting at me or why, or what I'm even supposed to be up to.
  • Will probably never reach a state where it feels finished or that it has enough content, still feels like a prototype or early proof of concept alpha after four years. There's also no way they will be able to use all the weapon assets and different sorts of ammo they've implemented, every enemy having a different gun with different ammo is bad design and the game already has that problem to some extent.
  • The texture work and models are Prosper tier most of the time.
  • No single aspect of the game is all that great, the shooting is subpar, climbing about the place has been done better, dialogue isn't very well written. Nor is there some sum of the parts that makes it all gel into a cohesive experience, very stop and go.
  • It's made by Polish "people" and there's Polish "people" in the game.

YTNQTk0.png

It's neat that I could get up here, but was there any point at all to it?
 

jebsmoker

Arcane
Patron
Joined
Nov 17, 2019
Messages
2,705
Insert Title Here Strap Yourselves In I helped put crap in Monomyth
surprised you didn't mention the ear-destroying tidal wave of white noise topielecs make. that does a great job at making me want to zero in on all of em and obliterate them
 

Karl Barx

Novice
Joined
Apr 16, 2017
Messages
22
Valid points have been raised above, your fellow Codexer lhaoed a lot :M.

The pacing is very stop and go, sometimes you are getting shot at, you probably don't know why, or who it is that is shooting at you, and after you've killed everyone it's back to traversing mostly empty space, without any vista, or far-off point that seems inviting and you want to get to either organically or because you're entirely sure that's where the game wants you to go.
It may surprise you, but I actually find this good.
Modern games with "interest spot" markers, non-organic & quest-oriented lighting, etc... are the very definition of :decline:.
The fact that you have to actively search for locations, sometimes get lost, don't know precisely who you are dealing with until you get to contact... makes the game interesting and memorable.
Even the empty spaces, like the endless stairs you showed, have a "artistic" mood to them. They may contain nothing useful, but you only have to acknowledge it once -there's an evelator nearby to skip them entirely.

There's one point where I agree, though: quest locations need to be clearly defined when you reach them! Because otherwise you're just shooting blindly -and potentially fookin' a quest up- with no clue. This is your :
Game does a poor job communicating things to the player in general, both visually and in terms of story beats and goals. Half the time I have no idea who is shooting at me or why, or what I'm even supposed to be up to.
The devs acknowledged it in some respect. For instance, this sign is new in the EA:
Peripeteia-Signs.jpg

But later, you reach the Radio Tower with no signs nor outside vista to confirm it, ppl inside shoot on sight... and you may want or not want to respond depending on your affiliation. This needs to be fixed!

There's also no way they will be able to use all the weapon assets and different sorts of ammo they've implemented, every enemy having a different gun with different ammo is bad design and the game already has that problem to some extent.
There is cleary a weapon whaure in the dev team, and he wants all Soviet arms of the era in the game. Let him. I find it quite interesting, and even looked up a few of them on the Internet. It is at useless as it is unique-tasting.


P.S.: I have my answer for above: they entirely remade the beginning of Level 4 (aka "The Chasm") and it is great! The emptiness I felt before was due to Level 1-3 being made more linear without added content. Wil report this...
P.S.2 the programming looks like a hellhole, but the devs already fixed 2 bugs I reported: items disappearing in vendor's inventories and some clipping. At this rate, normally it should be beta in 2026 :negative:.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom