Some thoughts after a 3-hour binge:
- After the initial godawful first impressions, I've warmed up to this game quite a bit
- This is basically another Piranha Bytes game, and the 'oooooooh what's over heeeeeeeeeeeere' factor is as strong as ever
- Craftung seems pretty cool, at least at this point when I can only get a glimpse of how it works
- Jetpack upgrading seems pretty cool, at least at this point when I can only get a glimpse of how it works
- Being able to set map markers is a godsend
- I also welcome teachers having narrower skill pools again
- Hesus those character models
- My theory on the overabundance of healing potions early on is that most shit-tier type enemies at the start don't drop meat to eat so they had to compensate for it somehow
- Is it just me or do status effects do fuck all - I got poisoned, burned and bleeded but none of them appear to reduce HP
I like exactly 1 part of the new combat, which is the stamina bar actually mattering for munsters. Other than that it's a step back in almost every way and also very stupid - the way I play it so far is I bash LMB until I have only a minimum of stamina left, then I do some spastic dodging around waiting for the munster to attack, then bash LMB again and repeat the tango. The parries seem unreliable as hell. Also the munster attacks appear much less telegraphed than in the first game which makes spastic dodging the only defensive option, though maybe it's just that I haven't yet identified the cues. The munster AI/attack habits are also inconsistent as hell. Wolf-type enemies engage the charging attack (known also from ELEX 1) from too far a distance which means it always misses if they aren't already in your face. Giant chickens have lock-on on the three-step charge, but raptor-types don't, and critter-types can just leap away in a completely random direction while you bash them in the butt. That said, it seems enemies are much more happy to use ranged weapons (when killing the 5 morkons, they kept drawing guns on me the moment I stepped just a wee bit away), and some munsters have special abilities that seem pretty interesting on first glance (kind of laffed when I was running away from an angry overgrown frog and it just super-leapt on my head and killed me).
The performance issue is a very weird one, and the game generally seems to have some pretty big problems when it comes to the technical aspect. I thought it was the drawing distance that made my FPS go up a ton, but I believe it was the shadows + shader quality that did it in the end, because I put the drawing distance back to high and the FPS is the same. Thing is, however, when I was fiddling with the shadow settings before it seemed to result in no difference whatsoever - until now when instead of changing that shit in the options menu, I edited it manually in the configuser.xml file when the game wasn't running (so you know probably it's enough to change it in the menu + restart, but in my experience it takes the game forever to change the shader settings) and the difference is yuge in multiple ways. The shadows looked off to me all the time before this, like they were much too overpronounced etc., but after reducing the shadows/shader to the lowest value, they more or less look like in ELEX 1 again - and most importantly, it also seems to have indirectly affected the HDR mole people effect, because the game no longer keeps going full retard on the gamma each time I turn the camera somewhere.
Another thing tech-wise that's iffy to me is that it seems the game can have random memory leaks (?) that suddenly make it downright unplayable. Had it happen twice, and while once it was enough to restart the game, the other the super-lag actually got carried over into the save game I made while the lag started, so I had to revert to a previous one, and it was back to normal (good that the game stores a handful of quick saves and I'm an avid save scummer).
I like the water effects tho, they are pretty.