So, I'm 16 hours into my earnest playthrough with v1.4.
Technical and mechanical issues are still numerous. most notably;
- sound bugs as noted previously
- occasional mixed up translation with item names (mostly ammo), confirmation text in inventory ui, and a dialogue here or there
- un-optimal autosort function
- inability to scroll down on weapon and armor information if it is longer than the height of the description box
- inability to delete save games ingame, inability to scroll past the first three save slots when saving
- lack of numerical representation for XP in character sheet and XP gain feedback from quests and combat
- some lack of ingame explanation of certain mechanics, particularly defense stats (
refer to this post here for an explanation of it though)
- decent melee combat marred by near unavoidable stun-lock exploit (though I've been strictly using firearms to avoid this, and only using melee in emergency situations)
- unfortunate enemy AI in some areas
- and other minor bugs.
But most importantly and above all else:
I love this game.
All of the above cannot ruin it for me. Keep in mind that I'm going into this with the knowledge that I will replay this game sometime in the future, and hope by then many problems will be addressed. But yeah, this game is a very special thing and I'm glad that it exists in any form.
Yes, the role-playing mechanics could be a little more in-depth, but they are there, and it isn't just an action-adventure game like I fallaciously claimed it was in an earlier post. The game encourages specialization, and you start to see the rewarding result of that the further you get. A number of these skill specializations factor into dialogue choices and how quests are resolved. On the topic of quests, they seem like standard fetch-quests and kill-quests, but they almost always have a twist that makes them more involved. Often times, these unexpected interruptions can actually lead to either failing the quest, or a half-completion of it where you still get some experience points, but no reward. It's always interesting when you choose a dialogue choice that is tied to your class or a certain skill thinking it will help resolve matters, only to have it completely blow up in your face. You could navigate such things through save-scumming, but every time it's happened to me, I can't help but just smile and go "oh well, that's just how this bitch of a world goes." It's very fitting considering the unforgiving nature of Object 6.
Which brings us to setting, world-building aesthetic, atmosphere, writing. It's all top-notch and truly awe-inspiring. Something that really just needs to be experienced to really understand. I will say that the writing suffers from the translation, but not enough to get in the way of my enjoyment of it in the least. The world just bursts with character, and everyone you talk to has something interesting to say, whether about themselves or the massive dilapidated colony ship they are riding through space.
Combat has been a mixed-bag, but somehow still really fun. You can feel the difference your equipment makes in certain encounters, and while it isn't vital to invest skill points in combat skills, certain seemingly insurmountable situations become much more manageable when you do. While quite a number of people take issue with the aiming system, I like it a lot for the most part. It feels good and it lends a unique character to all the firearms. I even noticed a consistent sight inaccuracy occurring between them, with some rifles shooting a little up and to the right of the cross hair at times. Part of what continuously makes combat fun despite its faults is seeing the impact a new piece of gear has on your performance in battle. Which leads to loot.
I have mixed feelings on the itemization, but much like the combat, it still ends up being very satisfying in the end. Most merchants seem to have static offerings, which means you'll find a great amount of the finest mid-tier armor and weapons for sale at a reliably static store. This isn't to say there isn't a ton of rewarding moments of finding high-tier weapons, armor, and items through exploration. You can notice the jumps in power when you upgrade to another weapon or armor piece, which is very reminiscent of the crucial role equipment played in the best Piranha Bytes games. The unfortunate thing is there is also a lot of random junk loot that you have to also sort through along the way. While I like the feeling this lends to the atmosphere of survival and scavenging, it becomes a bit of a chore dealing with the inventory, particularly when auto-sort does not sort by item type. It kind of just lines things up towards the top as best it can. You can organize items you always have in your inventory (ammo, food, healing items, etc.) fairly well with the combination of manual organization and the auto-sort though. An improved inventory system and sorting functionality would solve this problem entirely, and would accentuate all the fun to be found in the crafting system.
Overall, the game has me enthralled and I love every moment I spend exploring it. With some special attention and hard work (and maybe some additional staff), Mono Studio could polish this into the gem it clearly has the potential to be. It would be a tragedy if this game were forgotten, and even more of a tragedy if they weren't able to carry its amazing potential forward with future projects. I look forward to the rest of my playthrough, and probably several more in the future as well. The game has major problems, but I can't help but look past them and have an amazing experience every time I play it.