I wasn’t exactly sorry that was possible, because combat is its weak spot, although the first of two caveats to that is the obvious “it’s in early access and needs balancing” one. It works, again, much like Fallout’s did. Real time movement switches to turn-based grid action when someone throws down, with move order determined by initiative, range by up to 10 action points (depending on a character’s stats and perks), two active weapon/item slots, and the ability to aim at specific body parts for special effects.
Damages are a bit uneven, and while everything works, it lacked the solid, punchy satisfaction of some of its peers. Getting stunned on a critical hit is a death sentence, totally skipping multiple turns, and I’ve no idea who, if anyone, was a recruitable meat shield. There’s no shortage of options, as Trudograd’s crafting system offers a range of homemade guns, knives, and bombs, and perk points given upon each new level can be put into mostly combat-oriented special attacks, powers, or bonuses (these apply retroactively, so a “1% per level” bonus will give a full 20% if taken for the first time at level 20).
I never played its built-in card game because learning new things is for people who don’t know everything.
I didn’t enjoy the combat, but that’s at least partly because of my other caveat: it’s
very easy to avoid. I feared I’d made a mistake by creating a frail, poor fighter of a character with bags of personality and the Speechcraft skill instead, because that is often a miserable RPG path. But despite my meagre skill in punching and a failure to find any NPC lackeys, I realised late in my time with it that I’d sailed through 32 quests, and killed only one person. And even that was optional. Well, I suppose two, if you count the one that someone else shot to protect me after I screwd up a skill check. And you might count another two who were executed by revolutionaries while I did nothing. The wife of one of them certainly did. But hey, that’s why… what don’t we do, kids? We don’t marry scumbags.
The talking approach works very well indeed, and there are lots of skill checks in its many dialogues to convince, threaten, or bargain with people for alternative paths through its quests. It helps that almost everyone you talk to has a fair bit to say, and will likely have a hand in a quest at some point. There’s enough going on with them that I felt comfortable ditching some of the very first characters I spoke to simply because I disliked them personally, even though it probably meant missing out on potential side jobs and/or XP. You gain a great deal of XP for simply chatting to people enough, and I’ve had some fun mini-adventures just doing the odd jobs I normally find a chore in bigger games.
This was a really fun side bit, but I’d like to switch the narration off. It distracts me from reading.
I’ve talked a writer into walking into a minefield. I gained a level after listening to some old women ramble on a bench. I’ve sucker-shot a top hatted millionaire with a crossbow, then taken a pastry of his corpse and eaten it. At one point during an interesting, text-based side mission that reminded me of the weird text adventure bits of Space Rangers 2, I failed to bluff a common guard, alerting a whole base to my presence, but subsequently bluffed his boss into surrendering the entire base without a fight. I have been in precisely zero fair fights, but I’ve told enough barefaced lies to convince people I’m very dangerous. You can just brazen it sometimes, and I enjoyed that very much. It helps a lot that there’s a consistent vein of gentle humour, with a distinctly Eastern European (the dev team are dotted about all over the place) fatalism and surrealism that keeps the potential grimness at bay without becoming wacky.
Some side jobs only appear when new characters show up midway into the game, and open a new dimension on several other NPCs. There’s a particularly good one about an interview that I twigged onto early but played along with anyway for the fun of it, and another bit where I met someone new, and was sure –
sure I’d heard his name mentioned, but couldn’t remember where. And just the fact that I vaguely recognised his name was enough to make me back out of an offer he’d made. I loved this moment. Look at this! I’m roleplaying in-character thought processes in an RPG. Crikey, it’s been too long since that happened.
Slimes in a non-fantasy setting is sort of novel, but they’re still lacklustre.
But. But but but. What’s here is interesting, and more like its influences (in the interests of fairness, I should point out that it’s inspired by other classic RPGs like
Deus Ex and
Baldur’s Gate too) than the many other games that have staked a claim to this territory… it is a bit lacking at present. You’ll be getting about a third of an expansion, and while you can absolutely start here, its strengths make me feel its empty spaces more keenly. The main plot hits a dead end much faster than some of the subplots, with one whole area being conspicuously devoid of people.
Dead characters sometimes sort of lean back and hover in the air instead of falling over. Skills are measured from a counter-intuitive 0-300, the survival elements are sort of pointless (and cooking currently doesn’t work), and there are the usual minor proofreading issues, and the quest log could use better notes about which name is who. More seriously, I had a hard time early on with frequent crashes. A
support page on GOG vastly improved – but didn’t fully eliminate – this issue.
The lighting has an oddly warm look at night. Most of the city is currently locked off, though.
Trudograd might be a hard sell for players used to modern RPGs. It’s far more approachable than most consciously retro-inspired RPGs, and it modernises the formula and structure of Interplay’s legendary post-apocalypse adventures about as far as such a tributary game could. I’m on board. I want more. But if I’m being candid, I would have preferred to wait for its full release.