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KickStarter Encased - isometric post-apocalyptic RPG under the dome

Die Healing

Novice
Joined
Aug 28, 2021
Messages
20
I think the biggest dropped ball, that kind of reflects my entire feelings of the game, is the "dangerous" anomalies. You already see all these anomaly pockets automatically and at worst they deal 10~ damage and maybe a status effect if you step in them. They are so unthreatening it is laughable because you will be swimming in consumables anyway, not to mention that 99% of the time you can just walk around them. I don't think I threw a bolt in the entire game aside from the tutorial. Of course you may have to carefully guide your party members because no one bothered to add pathfinding in the game to ignore spotted traps, but whats the point when medkits are so plentiful?

The game has some solid survival mechanics but the itemization and economy absolutely kills it. Have you ever really felt threatened in the game by not having water/food/meds/energy? Of course not because the game showers you with them nonstop. Sorry for the rant but the game really soured me.
 

coldcrow

Prophet
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Messages
1,717
They even have no excuse for it. Underrail and Atom were out for quite awhile and could have been taken advantage of.
 

Butter

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Messages
8,658
https://store.steampowered.com/news/app/921800/view/3037107931332177053
LOOT EVENT
LIVE NOW
ENDS
Mon, November 8
Halloween under the Dome!
CRONUS Weekly

83d3b6df4feec4b5b96632e1fe4321b30ce44c55.png


Employees: the Dome is once again in danger and it is far more terrifying than any anomaly. On 28 October, the dead will rise from their graves and hunt the living.

Fight the undead and gain cursed seeds for your victories. You can exchange these for a valuable artifact or useful equipment from a new merchant.

e7ac6c9c11d27ffda62baaf964aa2ea53d147199.jpg


Survivors will receive a unique pumpkin helmet; it can be upgraded up to three levels, using the seeds of the dead and other resources.

57b377a71f61f8002455f52c4698e47e07c3f428.jpg


To get some of the valuable prizes, you will have to meet the Halloween Merchant who is waiting for you in the heart of New Committee City. She sells not only the usual first aid kits and anti-radiation drugs, but also a new valuable artifact available for purchase only in exchange for cursed seeds.

76535ffec91956e7805fc5d4dd984987fdeb17e1.jpg


By the way, the merchant will remain in the world under the Dome even after the Halloween event ends, so if you forget to sell the seeds before the end of the event, fear not. However, the skeletons WILL disappear from the game and you so will not be able to get new seeds once the event ends.

Also, to celebrate Halloween, we'll stream via Steam, showing off new content and trying to answer the most interesting questions. Stream will be held at 19:00 CEST on 28 October. See you there!

:hmmm:
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
My only worry for good indie devs is: how weak are they to SteamBabies tears. How fast will they nerf their mechanics to the point of them becoming meaningless, just so Robert, NY, ze/zer, won't leave negative review

For example: Why NPCs barely react to you stealing their items? Because SteamBabies and Discord trannies complained how they can't loot everything without consequences. I mean even here, in this very thread, you have retards who complain that when you press ALT, small million of interactive things or lootable items appear which leads to his nerveous breakdown because he doesn't have enough capacity to loot everything. Do you listen to yourself sometimes? Nigga...just don't press ALT. And don't loot everything like it's IV Crusade. Problem gone

I would not mind if they add a game mode for crybabies but why can they not keep ONE decent difficulty level? Or even better take notes from the Pathfinder games which have great difficulty customization. It cannot be THAT difficult to add at least a fraction of that customization.
 

ERYFKRAD

Barbarian
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Messages
29,897
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
. It cannot be THAT difficult to add at least a fraction of that customization
Then again, not unlike the Peter Principle most gamers probably play at the difficulty 1 level above what they are competent in.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
https://store.steampowered.com/news/app/921800/view/3037107931332177053
LOOT EVENT
LIVE NOW
ENDS
Mon, November 8
Halloween under the Dome!
CRONUS Weekly

83d3b6df4feec4b5b96632e1fe4321b30ce44c55.png


Employees: the Dome is once again in danger and it is far more terrifying than any anomaly. On 28 October, the dead will rise from their graves and hunt the living.

Fight the undead and gain cursed seeds for your victories. You can exchange these for a valuable artifact or useful equipment from a new merchant.

e7ac6c9c11d27ffda62baaf964aa2ea53d147199.jpg


Survivors will receive a unique pumpkin helmet; it can be upgraded up to three levels, using the seeds of the dead and other resources.

57b377a71f61f8002455f52c4698e47e07c3f428.jpg


To get some of the valuable prizes, you will have to meet the Halloween Merchant who is waiting for you in the heart of New Committee City. She sells not only the usual first aid kits and anti-radiation drugs, but also a new valuable artifact available for purchase only in exchange for cursed seeds.

76535ffec91956e7805fc5d4dd984987fdeb17e1.jpg


By the way, the merchant will remain in the world under the Dome even after the Halloween event ends, so if you forget to sell the seeds before the end of the event, fear not. However, the skeletons WILL disappear from the game and you so will not be able to get new seeds once the event ends.

Also, to celebrate Halloween, we'll stream via Steam, showing off new content and trying to answer the most interesting questions. Stream will be held at 19:00 CEST on 28 October. See you there!

:hmmm:
real life time gated events in an offline cRPG
Now I've seen everything
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,658
https://store.steampowered.com/news/app/921800/view/3077641582875405089
ENCASED - Hotfix 4: End of the Halloween event, minor fixes. What's next?
Game version 1.2.1029.1355

6cc886c7ea4ea219f76a7cda2264f35a21ccf4f3.png


It's been two months since Encased was released. During this time, we have significantly improved stability, added more reputation events, fixed many bugs and typos. We have also published a roadmap for the game’s further development. By New Year, another patch will be released containing special events for vehicles (including Ursula), balance tweaks and a number of "quality of life" changes.

As for today's hotfix, we’ve added a small number of fixes and disabled the Halloween event. Keep in mind that the merchant named Sylvia Halen will be staying in the City and will continue to give rewards in exchange for Cursed Seeds, but the pumpkin-headed skeletons will disappear from the game until next year.

As for the edits made to the game, here is the list:
  • Fixed necroids generating a stupefying ‘field of death’
  • Fixed Church reputation decrease after the death of Victoria Legrand
  • Fixed infinite gain experience with a fusebox in Magellan reactor section
  • Fixed button for creating ability shortcuts on the quick access panel
  • Fixed freezing in the dialogue with bandits at the Roadside Picnic Staging Post during prologue
  • Expanded ability to use the Stealth Generator on robots and allies
  • Now you can talk to Lenny after defeating the Afflicted
  • Fixed navigation routes for new characters in the Desert near Concord location
  • Localization has been significantly improved
  • Fixed typos
 

the mole

Arbiter
Shitposter
Joined
Aug 1, 2019
Messages
1,933
I didn't realize how much like fallout this was until I watched a bit of a playthrough

some people on steam discussions are suggesting it's unfinished but the playthrough I was watching was over 40 hours long and he said it was like his 9th playthrough

my interest is piqued
 

Nikanuur

Arbiter
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Joined
Mar 1, 2021
Messages
1,766
Location
Ngranek
I didn't realize how much like fallout this was until I watched a bit of a playthrough

some people on steam discussions are suggesting it's unfinished but the playthrough I was watching was over 40 hours long and he said it was like his 9th playthrough

my interest is piqued
Definitely. Want to solve a problem of not passable gateway? Hack it, kill the guards, bribe the guards, lure in monsters, plant an explosive onto the guards, find the other passageway etc.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,766
Location
Ngranek
Will there be a Codex review?
It isn't worth it
Such criticism only hurts the world's peace. I humbly protest from the safety of my 13" RPG haven. Please, please, please tell me the roll was 11 Bluff Check only? If it wasn't, I'll send a child-alike killing android with a laser RPG (yes, that is *a thing*) and a funny voice-over your way, and no amount of Roadside Picnic reading nor Fallout 2 Charisma based character playing is going to save you!
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,028
The devs delivered an unfinished game with broken systems and UX issues. Even if the first third of the game is really good, it's not worth buying. I'm pretty sure a codex review would be fairly negative, it's more forgiving not to have any.
 

havox

Novice
Joined
Oct 26, 2021
Messages
28
Just started in Chapter 1, cleaned out picnic zone and reached junktown and having fun with it. There are a couple minor issues, sure. Too much junk to steal and loot, very basic combat that's easy to abuse with hide, take a couple potshots and re-hide, annoying stamina system, poor build variety that technically is there but there is one super obvious optimal renaissance with 9cha 9per build and any small deviation from it feels really bad, but to me personally all those are all small nitpicks. I don't have to micromanage an annoying crusade, I don't have to deal with a party of annoying losers and their stupid issues, I can just travel a wasteland, solve some quests, steal some loot, shoot some radiated roaches and rats, all in all a good time. Not even going to be mad if it abruptly drops halfway as insinuated.
 

Infinitron

I post news
Patron
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Joined
Jan 28, 2011
Messages
99,696
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
How about a GameBanshee review? https://www.gamebanshee.com/reviews/125726-encased-review/all-pages.html

Introduction

Encased is a post-apocalyptic role-playing game from first-time developer Dark Crystal Games. The premise for the game involves a huge dome suddenly appearing in a desert in an alternative version of 1971. Humanity takes it as a sign from the "forefathers" -- or maybe God, or maybe aliens, who knows? -- and they band together to explore it. Interestingly, the dome is filled with odd and valuable relics, and while these and other inorganic items can be transported out, people, once they enter, are stuck inside, making the dome sort of a Human Motel. So only volunteers and criminals are used to investigate the phenomenon.

Your character enters the dome in 1975. Shortly thereafter, an "Incident" occurs, and the dome is cut off from the outside world. The majority of the game then takes place two years later, when the people stuck inside the dome have created their own rules and societies. But during this time there is still electricity and plumbing, and there isn't any nuclear fallout to worry about, so while Encased is labeled as post-apocalyptic, its apocalypse is pretty friendly.

Character Creation

The first thing you do in Encased is create your character. You're given some options for faces and hairstyles, but since the game is played using an isometric view, this is the only time you're likely to see your character close-up, and so your appearance doesn't really matter. More important is your choice of a portrait, since you'll see that all the time. Encased comes with over 40 portraits for you to choose from, and if you don't like any of the default options, then you can create one of your own. Nicely, Encased uses roughly the same setting and exactly the same portrait format as the most recent Wasteland games, so finding custom portraits is easy.

Next up, you have to choose your "wing." The residents of the dome were divided into five wings when they were admitted, based on their planned role. The wings include Black (guards), Blue (mechanics), Orange (criminals), Silver (administrators), and White (scientists). Oddly, despite the Incident and the resulting chaos, people have stayed with their wings and still wear their colors. For you, your choice changes some dialogue options and quests, and it gives you a unique starting bonus. For all intents and purposes, your wing is your class.

You also have to choose your attributes. These include Muscle, Perception, Guts, and more -- or basically Fallout's SPECIAL attributes with some renamed and Psyche thrown in for good measure. You're given 37 points to spread around the eight attributes, and you have to be careful here because you're not given many ways to increase your attributes during the game. Attributes determine a lot of your starting stats and skill levels. For example, your health is based on your Muscle and Guts, and your Medicine skill is based on your Brains and Charisma.

There are 14 skills in total -- seven for weapons (there are seven weapon types, including light weapons and melee weapons), and seven for social and environmental situations. As you increase these skills, you gain access to new attacks and subskills, like Lock Picking (gained from 30 points in the Criminal skill), Resuscitation (gained from 90 points in the Medicine skill), and Weakening Strike (gained from 60 points in the Melee Weapons skill). You receive skill points each time you level, based on your Brains attribute.

Want more? There are also perks, which you gain every three levels. Perks give you nice bonuses in a variety of areas. For example, you can choose things like Backstabber (bonus damage when attacking from behind), Heavy Sleeper (increased resistances for 24 hours after sleeping), and Observant (extra skill points each level). There are around 80 perks available, pretty much guaranteeing that you'll find something useful to pick.

And finally, you can choose a trait. Traits give a bonus and a penalty, so you have to decide if the former is worth the latter. Traits include things like Neanderthal (you do more close quarters damage, but you can't wear pants or a shirt), Penitent One (you're more skilled, but you take more critical hit damage), and Slacker (you receive two extra perks, but you gain fewer skill points per level). Traits are optional, so if you don't find one that you like, then you can pass on them.

If you've played Fallout, then Encased's character system should sound familiar since it's almost identical, just with new names and a few new ideas. Fallout's system is one of my all-time favorites, so I didn't mind seeing a clone, and Encased's system works well enough. The main difference between the two is that while Fallout had a level cap, Encased doesn't, so it doesn't force you to make as many important decisions. In fact, since you gain experience for doing just about anything in Encased (including crafting, exploring, looting, killing, questing, and even sleeping) it's easy to learn everything you want, plus a few things more. Players usually prefer uncapped systems, but I think Encased would have been better off with a cap.

While you're exploring in Encased, you can meet six people who are potential companions, and you’re allowed to have at most two of them with you at any one time. Companions are mostly only battle helpers -- their contribution to the story is minimal, and I didn't detect anything that resembled a romance. You can equip your companions, but they choose what to do with their skill points, and they don't earn any perks, so you're stuck with their default builds, which means you can't tune them to work better with your character. As a result, your character has to do most of the heavy lifting, both inside combat and out.

Gameplay: Main

Encased is played using an isometric view. You left-click for most actions, including moving, looting, and attacking. When there are multiple things you can do with an object -- like talking to, pickpocketing or attacking a person -- then left-clicking performs the default action and right-clicking brings up a context-sensitive menu where you can choose the option you want. The camera can be rotated and zoomed in and out, but you can't change the pitch, so you can't play the game using a quasi over-the-should view.

Most of the game is played in real time. This is where you walk around, talk to people, and explore the dome. The dome is comprised of a large, circular grid. The diameter of the grid is 30 squares, giving lots of space where you can find cities, abandoned research stations, odd bunkers, and more. There are also random encounters, but the game runs out of unique ones quickly, leaving you with a plethora of trash fights and wandering merchants. Luckily, with the right skills you can identify and skip encounters if you want to. You start out the game on foot, but eventually you find a vehicle, which makes exploring easier.

While you're exploring, you have to survive, which means you have to eat, drink and sleep. Since Encased is based on a friendly apocalypse, this usually isn't too difficult. For example, since the plumbing still works in the dome and there isn't any need to purify water, you can drink from any sink you stumble across, and there are lots of them. Food is more interesting, since it involves crafting edible items from the creatures you kill, or buying supplies from vendors. Plus, food gives bonuses -- sometimes good, sometimes bad (I'm looking at you, flatulence) -- so you can use it to help you in different situations. But sleeping ends up being a problem. Just about everything you do causes fatigue, and enemies can damage your fatigue as well, so you have to sleep a lot to keep your character in peak condition. This is easy -- you can camp at any time to rest and recover -- but it's a constant drag away from playing the game. Luckily, while companions have to sleep, they don't need to eat or drink, so there's no hassle in keeping them around.

When you loot enemies and containers, you find lots of crafting components. With enough skill, these components allow you to craft meals, ammunition, healing kits, grenades, and more. The grenades in particular are important because early in the game they're way more powerful than your weapons, and they allow you to survive tough fights until you can build up your character. Crafting requires special crafting stations, but you can find them all over the place, including in all towns.

For weapons and armor, you mostly only find them being sold by merchants, which means you have to sell the stuff you loot from enemies and containers to buy the stuff you need (which isn't my favorite way of gathering equipment). Characters can wear nine items, including power armor -- oops, a "servoshell" -- and they can equip two weapons. Weapons and armor have a level. You can upgrade weapons to increase their level (using crafting components and weapon manuals) but you can only improve your armor by buying better versions. You can also equip up to five relics, but most of them have pluses and minuses and aren't worth the trouble.

Finally, you're given a scanner early in the game, and it allows you to catalogue new and unusual items. For a while, I thought this was how I was going to learn about the dome (similar to how X-COM uses research to teach you about aliens), but sadly the scanner isn't nearly that interesting. Scanning just earns you points that you can redeem for healing supplies -- which you might not even need since the Medicine skill makes most of them unnecessary. I bought one item with my points just to try out the system, and then I never bothered with them again. Still, scanning earns you experience, which is always useful.

Gameplay: Combat

When you run into enemies, Encased switches to a turn-based mode. Each character involved in the battle gets one turn per round, with the order being determined by their initiative. Characters get a certain number of Action Points (AP) for their turn, and they can spend them by moving, attacking, using skills, or using inventory objects, each of which has an AP cost

As you learn weapon skills, you unlock new attacks. So assault rifles gain burst modes, bladed weapons can cause bleeding, and blunt weapons can stun. There are also "high-tech" and "psi-glove" weapons, which essentially give the game a form of magic. These weapons can burn or freeze -- or explode heads. Most weapons can also damage fatigue instead of health, giving you a way to knock out opponents instead of killing them (for all of you pacifists out there). So there are lots of options for how to attack enemies.

Unfortunately, the rest of the combat engine isn't as great. You can deal extra damage when attacking from behind, but I didn't notice any benefit to flanking or attacking from height. There isn't any way to use cover. There isn't any way to draw aggro. You can't wait to take your turn later in the round (although you can end your turn early and save some AP for your next turn). So you attack and move, and that's mostly it, making combat feel sort of basic.

Combat also has some balance issues, especially in terms of sneaking. Sneaking isn't tied to any skill, so anybody can do it, and once you select perks and build up skills to take advantage, you can one-shot enemies without their compatriots noticing anything amiss, making battles almost trivial. But until that point, battles can be rough, especially early in the game. Combat seems like it was tuned with a full party in mind, so after completing the Prologue but before finding companions, the game can be rough sledding. My first time through, I didn't know what to do early in the game and was constantly frustrated. Now I know you should visit the towns and complete social quests -- and loot tons of containers -- and earn experience that way first.

There are also relatively few enemy types: "undead" creatures (afflicted and necroids), animals (cockroaches, rats, wolpers and hyenas), robots, and people (usually bandits). That's it, and you see them all well before the halfway point in the game. Worse, almost all of the fights are random trash fights, so combat gets repetitive quickly, and there aren't any boss fights to liven things up. This is an area where Encased needs a lot of work.

Campaign

The campaign for Encased allows you to explore the interior of the dome, which is big enough to house multiple cities. So you get to travel around and meet people and complete their quests, all while learning what life is like inside the dome. What you don't learn is what the dome is or why it appeared. The dome is just the world you're in, and that's it. This sort of annoyed me, but maybe it's just as well. Sometimes speculation is better than the explanation.

Developer Dark Crystal Games took an old-school approach to the campaign, which features a lot of elements that were more common around the turn of the century. At one point you have to collect the Five Special Objects so you can Do Something Important. At another point you have to Gain the Trust of Each Faction so you can do Something Else Important. There is only minimal branching of the quests (mostly you only choose one faction or wing over another), and most quest givers disappear or cease to have an important role in the game once you've completed their task, meaning it doesn't really matter what you choose. There's also an arena sequence (a one-time requirement for all RPGs), and a Towers of Hanoi mini-game (which wasn't new even when it appeared in Star Wars: Knights of the Old Republic 20 years ago). If you're old like me, then the campaign might feel a little familiar, but if you're younger then maybe it'll seem new and different.

Even with its familiar feel, the campaign for Encased starts off well. The Prologue is detailed and well written, and it gives a good introduction to the game, but then the further you advance into the main part of the campaign, the more threadbare it becomes. The main factions aren't really fleshed out, so it doesn't matter who you support. There aren't any good guys or bad guys, so there isn't any emotional hook to keep you playing. There are huge cities where you can meet dozens of people, but most don't have anything interesting to say, and if you talk to all of them then maybe you only find a side quest or two. There are dozens of computers and telephones that you can interact with, but they just have placeholder text. And there are hundreds of containers to loot, but most just contain crafting components or nothing at all. The problem is, slogging through all of the people, computers and containers takes hours, and there's rarely a payoff, which turns the campaign into a chore rather than a fun enterprise.

As an example, during the Prologue you can find some tricky and amusing ways to "accidentally" kill yourself, like taking a nap in a coffin and getting incinerated. There are five ways to do this, and each one earns you an achievement, plus an extra achievement for experiencing the full set. But the game as a whole only has 44 achievements, and most of them are for stuff you're almost guaranteed to do (like getting your first kill and completing the game). Almost all of the optional achievements are from the first half of the game, and most of those are from the Prologue. There's just a complete lack of detail and content once you get past the halfway point. I don't know if Dark Crystal Games simply ran out of time, or if they were taking their inspiration from Lionheart: Legacy of the Crusader, but the quality of the game deteriorates badly after the fine start. Hopefully Dark Crystal Games can fill in the gaps in the future -- and not with paid DLCs.

Conclusion

Overall, Encased is a functional but less-than-exciting RPG. The premise is fine, the engine is fine, but there isn't enough content to support the campaign. Developer Dark Crystal Games has released a handful of patches since the game's release a couple of months ago, but so far they've only fixed some minor problems, and it's not clear if they plan to do anything major (or if they even agree with my assessment that there isn't enough content). Encased has a mid-range price point, so it won't cost you an arm and a leg to try it out, but if you're interested in turn-based post-apocalyptic RPGs, then there are numerous better ones out there, like Underrail and Wasteland.
 

Nikanuur

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I must admit I got carried away with reviewing the whole of the game as a total blast of an isometric RPG. This here from Infinitron / GameBanshee is more accurate. Though still, 20-30 initial hours of being able to delve in the complex post-apo world with many options how to approach one situation was really neat.
 

Infinitron

I post news
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Staff Member
Joined
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Messages
99,696
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
And RPGWatch: https://www.rpgwatch.com/articles/encased--a-sci-fi-post-apocalyptic-rpg-review-515.html

Encased: A Sci-Fi Post-Apocalyptic RPG Review

banner-1447.jpg


Introduction
Quick facts:
  • story-driven "isometric" RPG, single-player only
  • small/medium areas and world map
  • turn-based combat with action points
  • party with 2 companions, sometimes extra temporary ones
  • no race choice, 5 classes called "wings"
  • factions, reputation, crafting
  • 50-60 hours, more for completionists
  • multiple endings, medium/good replay value
Encased was developed by Dark Crystal Games after a successful Kickstarter campaign which started in September 2018. Dark Crystal Games is an independent video games company started in late 2017 in Saint-Petersburg, Russia. The publisher was initially Black Tower Entertainment, but they announced in December 2020 that they would partner with Prime Matter (a spin-off of Koch Media), which allowed them to spend more time to develop the game and add extra features from stretch goals that had not been reached during the campaign. The game was released in September 2021, after a long Early Access.


Setting and Lore
Encased is set in an alternate retro-futuristic '70s era. The game takes place inside a giant Dome that has been built by a mysterious, more advanced civilization called the Forefathers, and which has been recently discovered in a remote desert. CRONUS, a company founded by governments for that purpose, has sent people inside the Dome to explore and assess the situation. There, they found new technologies and strange artefacts left by the Forefather. More people were sent, they built facilities and brought more equipment inside the Dome to recover these artefacts and try to understand their technology. The player is one of the new arrivals.


The Dome is also the host to the Maelstrom, which has a life of its own and reacts to the human presence by spawning anomalies, and triggering other events that will quickly escalate to a potential disaster. As a little caveat in the contract, the journey to the Dome is a one-way trip for living creatures! Since the explorers cannot come back, they can only face those events in order to preserve the settlements and survive.

The story is sound and relatively simple; you will not find overly convoluted plots and extensive lore in Encased. Yet it is original and doesn't follow the usual post-apocalyptic nuclear scenario of many other games. The difference can be felt when the player explores the areas too: it is not a desolated environment but a mix of modern facilities, countryside settlements and a few areas that have been devastated by a cataclysm.

For a game of this size, I felt that the setting and the background history were very appropriate. I especially enjoyed the variation on the traditional post-apocalyptic theme, which allowed for more variety in the environment and gameplay.


Story and Storytelling
The story is mainly told through dialogues with the NPCs and vignettes; it is composed of a prologue, 3 acts and an epilogue.

The beginning is quite interesting with the player discovering a new environment, receiving training and learning how the different factions work together in this confined world, which is not exempt of a few political and power struggles. Once the player is familiar with all that, the prologue quickly leads to a chain of events that re-orient the story and give a clear purpose. This is a classic and proven approach.


Your arrival under the Dome

The first acts continue to bring new developments to the story, and more locations to discover and explore. But from that point it slowly begins to stall. The story keeps feeding the quest lines with tasks to keep the player engaged, but I felt that it became more predictable and less substantial. I could have enjoyed a few more surprises, instead of settling into a series of logical tasks to follow.

The companions are another missed opportunity: they have a personality and they are quite original, but they are also very shallow. Sure, it is possible to discuss with them, to get to know them better once the player gets enough reputation with each of them, and it is even possible to ask their opinion on factions and other companions. But it remains very limited and does not really progress further with the story.

On the other hand, each NPC in the game has its own dialogue tree, and it is often engaging to discuss with them. The dialogues are not very long, but they often offer multiple branches and difficulty checks, like for example some lines being limited to a specific wing for a very technical conversation. And those dialogues are not limited to the NPCs who are involved in the main quest, or even any quest; they are just eager to share their thoughts or to talk you through some task when needed.


A typical vignette

The vignettes are another nice way to tell a part of the story, a conversation or a particular event with a few pages of text illustrated by pictures, and sometimes sound effects. The NPC dialogues, like the vignettes, may include a narrative to better describe what is happening, without ever being text-heavy.

For me, Encased has reached just the right balance of content between story, exploration, quest and combat. And in the story, it keeps a good balance between the varied ways to convey it. I was not really frustrated by its lower development in the last acts, but I wish they had maintained the same rhythm throughout the whole game. It feels as if they had a good inspiration but didn't have the time to flesh it out as much as intended in the late acts.


Character Creation and Development
The adventure begins with the character creation. The player can either design it from scratch or select one of the pre-made characters, and optionally modify them.

Each character has 8 base attributes: Muscle, Perception, Guts, Charisma, Brains, Deftness, Fortune and Psyche. Then, there are 5 wings to choose from, which define the job specialization. In practice, they give a boost to the relevant attributes at the start of the game, and open specific dialogue lines, but choosing the wing won't close any door. For example, a white wing (scientist) can acquire lock picking or heavy weapon skills. Finally, an optional character trait gives a permanent bonus / malus.


A few physical traits that can be chosen, and the wing with its bonuses

The character progresses at each level by earning skill points, that the player distributes among the skills, opening up new tiers and granting abilities, for instance such as First Aid, Point-Blank Shot, Charm, Lock picking. There are 7 combat skills (Light/Heavy/High-Tech/Melee Weapons, Contraptions, Psionics and Hand-to-Hand) and 7 "applied" skills (Piloting, Medicine, Tech, Science, Criminal, Influence and Survival), so plenty of ways to orient one's career! Every 3 levels, the player also earns a new perk, which modifies stats and gives a little boost.


The "applied" skills tiers, and their abilities in the case of Science (tiers 1-3 are unlocked)

There is a lot to take in, and while the interface does a very good job by providing the details of each parameter, it is not always easy to understand how useful they are, not before playing for a while anyway. But as much could be said of any RPG, this is part of the discovery.


Lots of parameters and formulae, thankfully detailed by helpful tooltips

A more delicate issue is balancing; at some point in the Early Access I could easily create a Jack-of-all-trades from the start, who could make his way as efficiently by charming, shooting or hiding. A new update made that more difficult, but on the other hand I feel too easily trapped in very specialized career paths. The full release refined the balance further and the result is much better but only for the first part of the game, after which I found that the player could get enough skill tiers to be proficient in many trades, making it too easy - I played on "classic", which only leaves one higher difficulty setting.

The game is well made enough to provide the player with multiple options in most situations, and that's a strong design point. But the character development should rely more on that asset to constrain a more specialized path, and I hope the next tuning phase goes that way. It would definitely be more interesting and increase the replay value.


Quests
The main quest is well developed, especially in the first half of the game. The first quests you receive in the Concord welcoming facility are a sequence of simple tasks that are only meant as a tutorial for the main skills. It is more a preamble to the game than part of the main quest, yet it fits perfectly into the story of a newcomer getting some training for a new job. This is a short phase and you are relatively free to tackle those tasks in any order, or to bypass them almost completely.

Once you are ready, you leave that first area and the real exploration begins! There are some elements of surprise in the main quest, but not many. Thankfully, it is not linear; the sub-quests are divided into multiple branches in each act, and once again you are free to choose what to take next. Since it generally involves different locations that are distant on the map or require a certain level, you can try and optimize your journey to get most of the game. Or you can decide to follow the predilection of the moment: discovering something new, revisiting a location where you were stranded before, or getting back to an NPC for the reward of a quest...


Taking care of your reputation helps

Many quests can be solved by different ways, too. And some have multiple outcomes with different advantages. The choices you make don't have a significant impact on the story and the main quest line, but they usually have an impact on your reputation with the factions and the companions. At the end of the game, you will also realize that some of those choices were important for the final outcome and the future of the Dome.

The companion quests are almost non-existent, which exacerbates the impression of shallowness regarding the few companions. As for the side quests, some are simple fetch quests but others are original or closely related to the main story. I didn't have the feeling any of them was just filler content; on the contrary, they are often fun to do and participate to the general caricature of the world that the game is fond of depicting.


Some quests may appear somewhat technical

To illustrate the variety of quests, in a classic one I could double-play two parties involved in a shady undertaking that I discovered by eavesdropping on a conversation. I must say it was very satisfying; I even took the time to replay this quest to find all the possible outcomes. In another quest, I had to face the bureaucracy to be admitted somewhere, filling forms, listening to all the rules ... and taking a short exam to prove I was actually paying attention! I found a couple of other quests presented as mini-games, for instance a small interactive adventure on a terminal and a video game described by text.

Be reassured, there are no timed quests! Well, except the first one you receive at the welcoming facility, which isn't a concern at all. A few tasks require you to be at some place on a specific time of the day though - yes, there is a day/night cycle and you need to drink, feed and rest or suffer penalties. So time matters to a little extent, since resources are not infinite, but I have never felt under pressure to hurry up or give up on the content because of time.


Exploration

The world map, used to travel between locations (some names blurred to avoid spoilers)

The world of Encased is composed of local maps and a travel world map. There are 50+ locations, small and big, that I could see on the world map at the end of the game; they are only visible once you discover them or if you are told by someone else, for example in the scope of a quest. Travelling takes time in the game, which means you get hungry, thirsty and tired. Fortunately, you can set camp at any moment and access a shared stash of looted items to get a nice diner before sleeping.


Relaxing at the camp after a long day's work

The locations are small to medium, like other similar games. The faction settlements and CRONUS facilities are the largest. Some have several areas that are interconnected, like for example floors accessible by a lift. Others are made of independent houses or shacks that are sprawled over the area. The environment is somewhat varied: "retro-futuristic" buildings, junk towns, desert camps, abandoned bunkers, swamps... but the dominant theme is a mix of modern buildings and desert camps.


The larger settlements are populated with a satisfying number of NPCs, objects to find, and places to explore. They feel alive, even if many NPCs tend to remain on their spot. But this is only true for the first part of the game, mostly. Settlements that are discovered later, usually owned by new factions, may have a similar number of NPCs but little conversation and very few quests. So once again it feels as if the developers have been busy bringing life into the first part of the game, but couldn't sustain the same cadence in the later acts.

The level of detail and the care taken to design the locations remains relatively constant, however. The graphics, the variety of objects and textures are convincing, and some environment sounds are quite good too. Unfortunately, a few sounds are played in endless loops, like two public announcements you will often hear (and get to hate) in ex-CRONUS facilities, some TV shows, or a very few NPCs.


Another notable quality of the exploration is the multiple paths that are often available to reach a place, or the multiple ways to interact with items by using different skills. In buildings, you can find hidden ventilation passages to locked or guarded rooms, but you can also use stealth and lock-pick the door. Or you can blast everyone and try to force the door. Sometimes you can get the help of an NPC to get access, or steal their pass. But careful with the criminal approaches, because NPCs will notice when something is off, and may become hostile or call for help. You may even get imprisoned for a few days - and try to escape if you don't want to wait, or if that's just who you are.


There are a number of objects that can be interacted with. Some are basic like doors, decorative lamps, phones, lifts, containers to loot; others are more complex and sometimes part of a puzzle like computers, security monitors, hydraulic valves or items to repair. Some skills allow to interact differently with those items (hacking, tech skill to repair, and so on). Again, there was visibly more effort in the earlier locations, where computers can be searched for information, or control more complex mechanisms that need fixing or unlocking, whereas in the later locations, most of them are just decorative and just indicate that they are locked.

The most annoying part of exploration is the poor pathfinding system. The companions are not very much aware of their surroundings: sometimes they avoid mines and hazardous areas but not always. Fortunately it is possible to control each companion separately, and even to interact with the inventory and the environment with the companion's abilities and actions. Also, companions tend to lag behind, and you'll often get an invitation to wait for them when leaving a location. To be fair, there has been a huge improvement in that area since Early Access, so we can reasonably hope that they will continue improving those little quirks.


You must gather your party before reading forth


Combat
Encased includes all the necessary ingredients for an engaging combat but it still needs a phase of tuning.

The combat involves your party and possibly friendly NPCs against the enemies in a turn-based mode with action points. You have full control of your companions but the other NPCs act on their own. There are seven combat styles: light, heavy, melee and high-tech weapons, hand-to-hand, contraptions and psionics. The proficiency is obtained through the corresponding skills, each tier giving you additional combat abilities. There are multiple and varied weapons in each combat style and, what is even better, you can craft upgrades for them.


Turn-based combat, with Crump's hand-to-hand abilities shown at the bottom left

There are several problems, however. Overall, the AI is not brilliant and the fights are easy to win. The enemy AI being average is not a big problem, but sometimes friendly NPCs are silly and draw friendly fire with grenades and area-of-effect weapons.

Then, there is little incentive to use more than the base ability of each weapon, because the higher abilities require a cooldown or are very costly in action points for the advantage they provide. And since it is fairly easy to unlock tiers in multiple combat styles, there is no real need to build a strategy with the other companions, except maybe raw power support when you face more dangerous foes.

To give an example, the hand-to-hand combat lets you hurt the adversary, which is the basic ability - a good old-fashioned punch, but it also allows you to stun or exhaust them with special kicks. Other styles can take advantage of those conditions, so it wouldn't be hard to imagine interesting combinations between companions. But it just feels unnecessary, and most players will rather preserve the action points just in case, and use the default punch which is already quite effective.

At the exception of the AI limitation, those problems would only require a proper tuning of the ruleset, so I'm hoping that the patch #4 planned for early 2022 will improve the situation. This hasn't ruined my experience because it's not that bad and I'm interested in other gameplay features too, but it could be a problem for someone looking forward to challenging fights.


The UI shows the AP cost for any potential action when moving the mouse, the hit probability, and so on


Presentation
The game's presentation is excellent for its scope, I would even say it has little to envy to non-indie games.

User Interface

The user interface is clean and provides all the necessary details so that you can understand the underlying mechanics and the choices you make. For example, each stats-related parameter has a tooltip showing how it is used or how it is calculated.


The UI does its best to help with numbers

Since the ruleset has many secondary stats, the developers could have gone a little further and highlight the stats impacted by the main attributes when hovering or changing them. Each time I create a new character, it is an iterative process to get those attributes right and it would help to directly see the changes made when incrementing Deftness or Guts, for example.

The UI theme is a little on the brownish side, but it fits the setting perfectly. The choice of fonts and colours make the text very easy to read and not straining to the eye.

The "chat panel" which is used during the conversation occupies a big part of the lower screen. It is easy to select the dialogue options and to scroll back to its beginning in case something was missed. However, the panel hides the notifications which appear behind it when a new quest is triggered or when items are received during a conversation, which leaves the player guessing about those. The journal is clear enough and highlights new quests, so this is not a big issue, but the inventory does not, nor does it help much when it comes to looking for an item.

The inventory has the necessary filters and compares items with the current equipment. It splits in two when bartering with a merchant or another NPC, allowing a comparison. The item icons are well-drawn and there is no ambiguity about what they represent; a tooltip shows the details simply by hovering with the mouse cursor. My only reproach is the messy look, which is usual in inventories but made worse in this case by having items of different sizes like in ATOM RPG, but it's mostly nit-picking on my part.


The inventory, usable but a bit messy

Graphics

The graphics are very well made and give the impression of a solid, polished game.

The locations are crafted with care. Each contains many objects of all sorts, which are relevant to the environment, match the retro-futuristic theme, and are very well designed.

The characters are fine, except the hair parts that look as if they were made of plastic. Characters are not meant to be seen up close anyway, so it has never bothered me. Characters are varied to some extent, mainly the outfits, the skin colours and the faces; I have not seen variations in shape. Their animation look natural, even if sometimes the character is standing too far from the object he/she interacts with (it is quite visible when lock-picking, for instance).

There is a night/day cycle which is visible by the changing light in the game. There are some light, haze and other effects which make the game looks very good, but there is nothing too fancy either.

I never had any performance issue, even with all settings on maximum and the game running an old system (i7 4770, GTX 980).

Voice Acting, Music and Sounds

In my opinion, the voice acting is very good, including the narrator. It is only partial, there are more voiced dialogues at the beginning, and later mostly for the main quest but not always - there seems to be small incoherencies in what is voiced or not now and then.

The music is fine but not remarkable. In some areas like Roadside Picnic, it can even get a little repetitive and monotone after a while, though I'm not sure another choice of music would do much better. It fits the theme and the atmosphere of the game, after all, and when I found it repetitive, it was often because I had been exploring the same area for a long time. It never got on my nerves, anyway.

As mentioned previously, the sounds have a good and convincing quality to them. When you click on a coffee machine, when you type on a keyboard, or when you trash a locked door, you hear what you would expect to hear in a real situation (I suppose anyway, I never had to trash doors). Each weapon has its distinctive signature too.


Conclusion
Despite several good releases this year, Encased is one of my very few favourites. It does not have the depth and breadth of other games made by larger teams, but it has ambition, character, and it is very enjoyable.

This game begs you to try different options and have fun doing it. You can try to achieve an objective by the book, or by using stealth, or by killing everyone in your way. You can do it alone or with companions. And even if you mess up, you know that the game will not punish you too hard - who knows, it may even reward you for it! It is also in great part about fun, because even though you cannot exit the Dome, even though you witnessed a cataclysm and a lunatic maelstrom is threatening to wipe everything out... well, people around you still live on, and society is depicted as a cliché that you can exploit, laugh at or be part of.

The developers have pushed the outside of the envelope in some directions, trying to give choices, numerous dialogues, varied quests and exploration, but the price to pay is uneven depth in many of those elements. It feels a little bit as if they threw everything they had in the first half of the game, got worn out and couldn't keep quite the same standard until the end. The base is very strong though; even if the mechanics need tuning, the skill system is sound, and the UI, the graphics and the locations are well crafted.

Dark Crystal Games is still working on Encased. The two next major patches will flesh out the content (patch #3) and tune the game mechanics (patch #4), so hopefully they will cover most of these little shortcomings.


Summary
Pros
  • Good balance of story, quest, exploration and combat
  • Variety of quests and dialogues
  • Multiple approaches in quests, exploration, dialogues
  • Design of locations, setting theme
  • UI and game presentation
Cons
  • Decreased content in the 2nd half
  • Overall difficulty tuning (too easy)
  • Shallow companions
  • Poor AI / pathfinding
Rating: Very Good
A very good game that is just short of being excellent, because of one or more minor issues that reduce the level of enjoyment a little bit.

Review version
Windows, game version 1.2.x
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,101
Quite a faggy review, to be honest. They must've fixed UI otherwise I've no idea what it's doing at "pros" (description doesn't even mention crafting though). And look at the "cons" > rating: very good, wut? "Decreased content in the 2nd half", lmao.
 

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