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Tags: Blue Bottle Games; NEO Scavenger
NEO Scavenger is a hardcore post-apocalyptic survival-focused roguelike, developed by Daniel Fedor of Blue Bottle Games. Released last December after spending over two years in paid beta/Early Access, the game got lots of love from the relatively few Codexers who bothered to play it. It was brave Gamasutra warrior Felipepepe who volunteered to review this worthy title, and many months it took him to uncover its secrets. Today, I am proud to (finally) present the official RPG Codex review of NEO Scavenger. Have a snippet:
Read the full article: RPG Codex Review: NEO Scavenger
NEO Scavenger is a hardcore post-apocalyptic survival-focused roguelike, developed by Daniel Fedor of Blue Bottle Games. Released last December after spending over two years in paid beta/Early Access, the game got lots of love from the relatively few Codexers who bothered to play it. It was brave Gamasutra warrior Felipepepe who volunteered to review this worthy title, and many months it took him to uncover its secrets. Today, I am proud to (finally) present the official RPG Codex review of NEO Scavenger. Have a snippet:
Combat in NEO Scavenger is very special - so much that even the mainstream gaming media devoted an article to it.
It is presented in a simple interface, with your actions and current status on the left, the enemy's on the right, and the current terrain characteristics in the middle. Just like in other events, you select commands, such as “Shoot”, “Kick” or “Walk towards”, and the combat log will describe what happened. There's a wide variety of combat actions that can be performed, depending on the circumstances and on your position, traits, and equipment.
For example, if the enemy is unaware of your position, you can shout to reveal yourself and then try to strike up a friendly conversation (or trick him into believing you are friendly), or you can remain silent and try to sneak up on him. On the other hand, if you are the one being ambushed, then your options will be restricted to searching for the enemy, taking cover, fleeing or [Stoic] just waiting. If the enemy is far away, you can slowly walk towards him or make a quick charge – but that leaves you more vulnerable and increases your chance of tripping and falling over. If you do fall over, you can try to get up, roll in any direction or even attempt to grab the enemy's leg to pull him down too. A character with the "Tough" trait can headbutt enemies, a "Strong" one can create obstacles, a "Trapping" one can set traps, etc. Even your equipment plays a part here - a character wielding a powerful weapon or maybe even just wearing a creepy clown mask can be a lot more persuasive in getting enemies to surrender or flee.
Of course, there's not a single frame of animation in NEO Scavenger, and combat is no exception. The combat log is all the feedback you'll ever get, apart from the occasional nasty status alert popping up on your status screen or the enemy's. While this may seem crude, it allows for actions that even AAA developers would find a challenge to animate, such as headbutting, leg tripping or parrying - all while wielding a frying pan and pushing a shopping cart.
It is presented in a simple interface, with your actions and current status on the left, the enemy's on the right, and the current terrain characteristics in the middle. Just like in other events, you select commands, such as “Shoot”, “Kick” or “Walk towards”, and the combat log will describe what happened. There's a wide variety of combat actions that can be performed, depending on the circumstances and on your position, traits, and equipment.
For example, if the enemy is unaware of your position, you can shout to reveal yourself and then try to strike up a friendly conversation (or trick him into believing you are friendly), or you can remain silent and try to sneak up on him. On the other hand, if you are the one being ambushed, then your options will be restricted to searching for the enemy, taking cover, fleeing or [Stoic] just waiting. If the enemy is far away, you can slowly walk towards him or make a quick charge – but that leaves you more vulnerable and increases your chance of tripping and falling over. If you do fall over, you can try to get up, roll in any direction or even attempt to grab the enemy's leg to pull him down too. A character with the "Tough" trait can headbutt enemies, a "Strong" one can create obstacles, a "Trapping" one can set traps, etc. Even your equipment plays a part here - a character wielding a powerful weapon or maybe even just wearing a creepy clown mask can be a lot more persuasive in getting enemies to surrender or flee.
Of course, there's not a single frame of animation in NEO Scavenger, and combat is no exception. The combat log is all the feedback you'll ever get, apart from the occasional nasty status alert popping up on your status screen or the enemy's. While this may seem crude, it allows for actions that even AAA developers would find a challenge to animate, such as headbutting, leg tripping or parrying - all while wielding a frying pan and pushing a shopping cart.
Read the full article: RPG Codex Review: NEO Scavenger