Super later couple of replies, but hey... Two days ago somebody left a comment on my 'Mechajammer - Ending' video on Youtube, saying "I'm positive you're the only person to ever beat this game" which prompted PTSD-like flashbacks. (it's not true by the way; a few others at least have completed it)
game sits at 51% positive reviews, if what dhaze says is true why so high %?
1) Many positive reviews were written after, at most, a few hours of playtime; these should always be disregarded. Some were even written by people who hadn't completed the tutorial section, but somehow marvelled at the character creation.
2) Some reviewers are trying to be nice and encouraging towards the developers. This one for example: "I was really hyped for this game, but I refunded it after about 3 hours of playtime. Nonetheless, I marked this review as a recommendation, since I definetely want this game to succeed and I'll gladly purchase it again as soon as the devs fix the major flaws that it has."
3) Others yet are saying the game could become good, some way down the line, provided the devs support it seriously—which they are most definitely not doing.
4) Generally speaking, people being kinda dumb.
As I said earlier in this thread: if someone doesn't believe me, search the internet for actual info about the game. There's a handful of videos on Youtube, of people playing through the tutorial and a few steps further. And that's it, there's nothing else. In fact there is not a single walkthrough, and that alone is insane since there's a walkthrough or guide for nearly every game under the sun, no matter how bad.
I mean, think about that. Outside of the official, barely-frequented Discord, to this day the only information and gameplay footage that goes beyond the tutorial and to the actual end of the game are found here in this thread and on my channel. And I pushed to the end of Mechajammer
out of sheer anger and spite, and because I questionned if the game could actually be finished.
So I peeked at the very nearly dead Steam forums, and there's one guy by the pseudonym of Yarow12 who, playing on the last patch, posted a few things about a few builds he's tried. Here follow a few excerpts;
– "The resurrection build is broken. Rez'd enemies don't deal or receive damage."
– "Throwing Knives have an 80% chance to phase through solid objects and land blocks away (new bug). This combined with them not being visible on the ground most of the time (old bug worsened) makes the Throwing Skill unusable unless you're drowning in wondoons."
– "Repair started off working fine for me and, a session or two later, ended up bugged. Out of 5 tries, it failed to do anything (and wasted my repair kits) 4 times. [...] Tried it 3-4 more times on 2-3 items between 2 sessions. It ain't workin', y'all. edit: Skills work fine as long as companions aren't on-screen and nearby when you use them. otherwise, the stat roll will be chosen between the ones who have that skill."
– "Companions; If you give them items, expect those items to disappear."
– "Drones; Save before you attempt to create a Drone. And make sure your companions are off-screen somewhere. The no-roll bug kicks in just like with hacking and burglary."
– "Drones; Gun Drones actually can shoot (after you drop ammo on their character sprite and see the "Thanks" popup), but nothing comes out no matter how many times they roll sucessfully."
– "[...] Aldo's been stuck at 35% Life for who knows how long. More importantly, he tends to drop dead unexpectedly during combat."
On the GoG forums, another guy by the pseudonym of cxmtl adds a few things;
– "Autohealing and companions self-healing mechanics and using medkit decisions in general (when they do it and above what thresholds) is a complete mystery to me and it seems sooo random."
– "Having equipped an excellent quality weapon with lotsa pips e.g. +7 or +9 etc, you just insta-stomp on enemies when you run them over with the car and you rarely just knock them out. Mmm, nice erm... "feature"? Much Carmageddon."
– "I just made contact with a new gang (Hive), talked with the boss, all good, exited their base, then reloaded a few minutes later - they now have the status suddenly set as Hostile on the map now and turn instantly aggro whenever I step back into their compound. What gives?" (Note from me, Dhaze: I was assured on the Mechajammer Discord channel that this was a possible intended behavior, i.e. any faction can turn hostile at any moment before you've secure their loyalty, even mere seconds after they've tasked you with helping them)
– "Whenever the above-mentioned rioters spawn, somehow my party instantly scatters in a matter of seconds. They just leave for good and they don't appear in the party menu anymore either."
– "The ammo stacks duplication / disappearing act is seriously Fubar, people. I found out the best way to protect it in my inventory is to never exceed one full stack (I distribute parts of a stack to my party members whenever I get close to 90 units in a stack.)"
– "Created a drone from a pistol, but it can't shoot it (just use it as a melee which defeats the purpose...)"
– "Thrown knives just fly off into infinity most of the time when they miss the target. There's little chance in getting back them expensive new types of throwing knives, which makes this build pretty broken as well. And the new items added - purposeless."
– "Resurrection build is broken, effectively. Them resurrects do not attack and can't receive damage either..."
– "Repair & hacking works, but just keep your party off screen so that they don't try to use their skills instead (this breaks both types of attempts as you basically do not roll the dice)."
The whole game is like that. Play for a couple hours, and it all seems terribly unpolished but still kind of ok; play for more than that, and the cracks start to appear, and from that point on they never cease widening. I swear, it fascinates me. Almost every single aspect of this game is either bugged, or implemented in the most maddening, inconceivable manner, or is outright non-functionnal. In a way it might possibly remain the most memorable game I'll ever play—for all the wrong reasons.
Seems our boy
Dhaze got some competition from good ol' Matt Barton.
He's given Mechajammer a try, clocking in at over 2 hours...
"I think there's a lot more positive here than negative," he says at the 2:18:57 mark. Play some more, monsieur Barton, play some more...
The only thing I saw if this game was the first hour of Matt's video. It looks interesting. Makes me wonder if it's as shit as people say.
It really is. It really, really, really,
really is. In thirty years of playing, only a mere handful of games made me regret even looking at them with interest—and Mechajammer sits at the top, forever enthroned in horridness.
Curious, what do you think the odds are of this game pulling a "Pathfinder Kingmaker."
ie, if the game was patched 18 months later and wasn't as buggy as Pathfinder Kingmaker was on release, would it be a good game?
I don't see them fixing it, ever. I certainly wouldn't mind being proven wrong, but there's more chance of me winning the lottery without buying a ticket.
But more, I played through the mess that was Kingmaker on release day and for the months following, and that game had a very solid foundation which isn't exactly the case for Mechajammer. If, by magic, every single bug in this game was fixed, there would still be a heap of fundamental problems remaining. So the game would become playable, but still there wouldn't be much substance to it.
The overall ambiance is intriguing and well-aided by the music, but the story amounts to absolutely nothing. There's no character development whatsoever, nor indeed much character characterisation. There's no actual dialogue, just a bit of exposition spouted at intervals. You can invest points into wielding many different weapons, but they all act pretty much the same and so all those weapon masteries are redundant. The combat and exploration systems are barebones. Traversal is a chore. The AI is barely existant. Companions have nothing to say beyond their first line upon being recruited. Factions, whether allied or not, neither add nor take away from the game; rather I'd say they are just sort of there, filling some areas of the game.
It's just such a profoundly weird game, and such a shame. Mechanically, I don't think there's anything really interesting about the game. There's no depth there, and it isn't worth digging. But there's a nice atmosphere, a palpable sense of mystery and grittiness with which the game unfortunately does nothing.
Truly, instead of flip-flopping around for years on end, changing everything about the game every other week, I would have loved for the devs to settle down on Mechajammer has it now early on in the development cycle, then embrace the atmosphere with all heart and go from there. Keep the puzzles as they are now since they're engaging and interesting, and make the game revolve almost entirely around them (after all, past a certain point, it already feels like a detective game). Simultaneously, relegate the entirety of combat to the sidelines, as something you have to do only when all else fails during your investigations.
Creep around from shadow to shadow; find clues; unravel the mystery of the Quarrymen and the scheming corporations; infiltrate the Faith; don't fight unless you're cornered, and even then try to run away more than anything else, jumping into a car and crashing you way through the city, then bribing cops to forget about you until the heat dies down; forge alliances with factions not to be able to hire some mindless goons to fight alongside you but rather to access information or guarded areas; drink the atmosphere and let the superb soundtrack take you in. Now
that would have been a game and there's the inkling of it all, somewhere deep within Mechajammer—but it's only an inkling.
It shouldn't have been the mess it is. It could have been an excellent cyber-noir detective game.