Finished the game now:
- Interesting story and presentation. More appealing than STASIS overall
- Improvement of UI over the first two in parts like main menu, the retro stuff looks great (still has a bit of a "UI Unity box" feel on the PDA), don't know about object highlights though
- Much improvement on CG scenes, longer and some of them look absolutely amazing, similar with character models and animations in general (idle animations for the dog are a nice touch)
- Intriguing dialogue system inspired by Fallout
- Voice actors seem a bit off at first, but you get used to them and the top-down-ness rather quickly
- Reminds me a lot of the "1000 Years Later" Prototype once you're in the future, but more interesting from the apparent lore
- Having a talking Robodog following you around is pretty kewl
- The game benefits from dialogue with strange and mysterious characters and creatures A LOT, replacing the diary reading with them was a great design decision (Maybe something to consider at least in a limited capacity for the new STASIS game?)
- LOL @ speaking robot with (Jamaican?) accent in the first town
- Exploration reminds me a lot of the Infinity Engine games without the combat (aside from the "Arcade/Arena" Minigame)
- Has a Planescape feel to it with a bit of an African tribal setting mixed in
- On-and-off party dialogue adds some nice flavor
- "Hey, I recognize some of these people..."
- A lot of back-and-forth traveling between the different worlds and settlements by Mid- and Late-game, drags on a bit
- Longest and easiest game they've made so far (the only thing I had to look up was how to complete the Biome Seeding Device after I had already completed the game once, turns out I missed the Spore Pod the first and second time I was in the Moss cave since I didn't see the path up to the Nursery to the top left)
- Maybe a bit
too weird at times, the robotic "Boneyard Maidens" with barely any face left singing while digging up old graves and milling bones to create biofuel or some of the factions that want to remove your skin might be pushing it a bit.
- Kush was funny, loled a few times trying to drag various inventory items into his scanner thing
- Nest/Moss Quest was the most C&C-y, I liked that
- Arena fighting turned out to be one of the most superfluous parts of the game. Would have been better if you could also return there for "friendly matches" after you've beaten the 5 fights or if there was more to it or other arenas. Any Tokens you may find after that point are essentially wasted even though they're a rather big part of the reward scheme of the game, and there's even several obvious ways to bypass the whole thing.
- Some units like the "Big Man" of the Mongrels or the Witness sniper seem OP, I always brought some of them up first to clear the field or against bosses, repeatable 1AP attacks doing 3-6DMG or a 6AP attack that does 10DMG or units with 3-4AP attacks also doing 3-6 damage with less accuracy... gee I wonder which I'll pick?
- A bit Eh how some of the characters just "disappear" never to be seen or heard from again if you "solve" their quests like the sisters in the Boneyard and Kettle or Bra Bones and his brother, no closure and the environments are emptier without the NPCs around.
- The "The real journey was the Enemies we've made along the way" Ending was a bit Meh
Some interesting design choices, the "green cube" when getting close to an item for instance - I understand why it was done, because it's hard to highlight specific spots in a large detailed landscape, but they stand out and remain glaring throughout the game.
Also saw that places glow green on the world map if there's something new to be done, probably a good decision given how many places you would have to backtrack through.
I also get why they've decided to go with 3 characters for the new STASIS now, story-wise and for the purposes of dialogue it works very well, though not sure if in the same manner for a "Space/Underwater Horror" game where being alone in a "scary" environment is a big part of it.
Better than STASIS and about double as long, not the same genre though, it's not "spooky". I dropped some cash on their "Deluxe Mega Bundle" during the Sale and got my brother to buy it too, also told a few people about it.
Some remaining Questions:
I found the Hanasi, Chiznyama, Mongrel, Witness, Caecus, Nest and Fley Tokens through Trial & Error and found out how to imprint Agnate and Moss Tokens at the Fley Mainframe. What the heck is the 10th Token and where do you get it???
Is there any Easy way to change the Simulacrum Colors from a Save or similar without having to replay the entire game?
The game would benefit from a "disable UI" keybind, the few times a cutscene takes it away it sometimes looks
even better and it would help with Screenshots.