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- Jan 28, 2011
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Tags: Copper Dreams; Whalenought Studios
The Copper Dreams backer alpha has been out since last year, but not too many people appear to have played it. That's a shame, because the game has changed so much since it was Kickstarted back in 2016 that I suspect most of us have long since lost grasp of what it's about. Only Joe & Hannah from Whalenought know where this train is headed, but what we can do is take a look at the currently available alpha build, which is what esteemed user Diggfinger volunteered to do. Here's an excerpt from his preview:
Read the full article: RPG Codex Preview: Copper Dreams Alpha
The Copper Dreams backer alpha has been out since last year, but not too many people appear to have played it. That's a shame, because the game has changed so much since it was Kickstarted back in 2016 that I suspect most of us have long since lost grasp of what it's about. Only Joe & Hannah from Whalenought know where this train is headed, but what we can do is take a look at the currently available alpha build, which is what esteemed user Diggfinger volunteered to do. Here's an excerpt from his preview:
Speaking of guns, let’s get into combat. One of the novelties of Copper Dreams is its ‘strategic turn-based combat with time-based resolution’ system (Whalenought’s marketing department is working on a snappier term). It’s reminiscent of the combat in Grandia, in that turns take time to execute. You can issue actions in order of initiative, at which point time stops. But having issued your command enemies can act and adapt their action, e.g. seek cover from grenades or dodge. Actions take ‘ticks’ to execute, i.e. pulling an aimed attack might cost 6 ticks. This can create interesting dynamics, where enemies might stun you with a quick attack before you can carry out your planned headshot. So it adds an additional layer of strategic planning, with more factors to take into account before issuing your actions. In the latest version, you can even use the mouse wheel to advance time in ticks (i.e. 0.25 seconds) while watching your party members carry out their actions. It’s surprisingly cool, and especially handy for tough battles where you want to keep everything under control.
Loot is basically nonexistent at this point. I managed to scavenge a few laser-SMGs from the guards and later on some knives, but I could not search or move their bodies.
Also of interest is the wounds system. Hit points are completely absent. Instead, your character’s status is determined by the number of hits they have taken. Wounds are applied to specific body parts: head, torso, arms, and legs. The penalties you get differ depending on where you are hit. I.e. a shot to the head might decrease your chance to hit, while getting hit in the torso or legs can cause bleeding and affect movement speed. In theory this is cool, but it seems the negative effects on player characters are not fully implemented at this stage.
My thoughts on combat are mixed so far. On one hand, I like how the turn-based system allows more player agency and adds depth to the classic formula, and it generally plays well. On the other hand, it still needs a lot of balancing and polish in that everything seems to happen way too fast. After you issue an action, the screen just explodes with enemies, shooting/ducking/moving at a frantic pace for a few seconds before everything freezes again. Added to this is the lack of sound effects and general feedback, meaning you are often at a loss as to how the situation is progressing. I also found it bizarre how apparently different attack types (targeted, burst, quick etc.) have identical damage potential. Intuitively, using more ‘ticks’ should result in more damage to compensate for the time needed. Fortunately, I think these issues are the fault of the game being unpolished in its current state rather than the system being inherently ‘bad’. If they manage to polish and balance it well enough, it has the potential to be interesting.
I really liked the wounds system. Having no HPs seems radical at first, but the decent visual cues mean you barely notice their absence. Aiming at heads and limbs can lead to critical hits, instant kills and ‘shock-effects’ which is fun to play around with. Strangely though, it seems that applying medkits during combat costs no ticks. That means you can effectively stitch and heal up your wounds ad infinitum while the enemies politely wait around. This will surely be addressed but sticks out in the game's current state.
As for stealth, it’s difficult to really assess at the moment. As mentioned, it is not possible to move/hide bodies which was a big deal during the Kickstarter campaign and subsequent updates.
Character progression also remains a mystery, as it is not featured in the alpha. According to Joe and Hannah, the game will start with the player being interviewed by the government officials. This will allow you to choose background traits, appearance and stats like aptitudes and proficiencies. It seems like you will be able recruits NPCs as well (including mind-controlled ones), a feature which is already somewhat present in the latest version of the alpha. But your followers just drone around, so I didn’t particularly enjoy that feature.
I’m slightly worried about the absence of XP points. Apparently, the goal is to scrap XP completely in favor of rewarding you with skill points for completing missions. Personally, I love getting XP both for killing enemies and completing quests. It’s a don’t fix if ain't broke issue for me, but I can see why Joe and Hannah want to try something different. Let’s hope it works out.
Loot is basically nonexistent at this point. I managed to scavenge a few laser-SMGs from the guards and later on some knives, but I could not search or move their bodies.
Also of interest is the wounds system. Hit points are completely absent. Instead, your character’s status is determined by the number of hits they have taken. Wounds are applied to specific body parts: head, torso, arms, and legs. The penalties you get differ depending on where you are hit. I.e. a shot to the head might decrease your chance to hit, while getting hit in the torso or legs can cause bleeding and affect movement speed. In theory this is cool, but it seems the negative effects on player characters are not fully implemented at this stage.
My thoughts on combat are mixed so far. On one hand, I like how the turn-based system allows more player agency and adds depth to the classic formula, and it generally plays well. On the other hand, it still needs a lot of balancing and polish in that everything seems to happen way too fast. After you issue an action, the screen just explodes with enemies, shooting/ducking/moving at a frantic pace for a few seconds before everything freezes again. Added to this is the lack of sound effects and general feedback, meaning you are often at a loss as to how the situation is progressing. I also found it bizarre how apparently different attack types (targeted, burst, quick etc.) have identical damage potential. Intuitively, using more ‘ticks’ should result in more damage to compensate for the time needed. Fortunately, I think these issues are the fault of the game being unpolished in its current state rather than the system being inherently ‘bad’. If they manage to polish and balance it well enough, it has the potential to be interesting.
I really liked the wounds system. Having no HPs seems radical at first, but the decent visual cues mean you barely notice their absence. Aiming at heads and limbs can lead to critical hits, instant kills and ‘shock-effects’ which is fun to play around with. Strangely though, it seems that applying medkits during combat costs no ticks. That means you can effectively stitch and heal up your wounds ad infinitum while the enemies politely wait around. This will surely be addressed but sticks out in the game's current state.
As for stealth, it’s difficult to really assess at the moment. As mentioned, it is not possible to move/hide bodies which was a big deal during the Kickstarter campaign and subsequent updates.
Character progression also remains a mystery, as it is not featured in the alpha. According to Joe and Hannah, the game will start with the player being interviewed by the government officials. This will allow you to choose background traits, appearance and stats like aptitudes and proficiencies. It seems like you will be able recruits NPCs as well (including mind-controlled ones), a feature which is already somewhat present in the latest version of the alpha. But your followers just drone around, so I didn’t particularly enjoy that feature.
I’m slightly worried about the absence of XP points. Apparently, the goal is to scrap XP completely in favor of rewarding you with skill points for completing missions. Personally, I love getting XP both for killing enemies and completing quests. It’s a don’t fix if ain't broke issue for me, but I can see why Joe and Hannah want to try something different. Let’s hope it works out.
Read the full article: RPG Codex Preview: Copper Dreams Alpha