Holy hell, they're working on a follow-up to Serpents In The Staglands now? I don't know whether to commend them for possessing what must be the quintessence of perseverance, or to berate at them for, you know... not fixing their fucking game that people bought.
he's gone and not coming back :'(
what happened?
Not
gone gone; has come back (to thunderous applause, and a general sentiment of relief mixed equal parts with elation?). Life happened, and my health wasn't so good for a while, and I was quite busy, and such and forth.
Is the music really that good?
Personal taste and all that, of course, but in my opinion it is truly excellent; I had remarked upon it and commented about it multiple times whilst playing the game. In fact if there is one singular and most damning shame about Mechajammer, it's that such a fantastic work of music found itself attached to such a horrendous mess of pixels and code.
I had no idea who Kevin Balke was, but his work for Mechajammer is faultless. Once in a while a composer manages to perfectly capture—and heighten—the atmosphere of a game, of a world, and that is exactly what happened here. As is Calitana, Balke's soundtrack is gravid with the wafting of cold toxic fumes, the smell of acid rain flowing down mutant-inhabited sewers, and grime so incrusted into the very stuff of the city it can never be scrubbed off; and evokes a distinct feeling of a far gone humanity busying itself overly with surreptitious, deleterious activities.
In terms of sci-fi, techno, noir, post-event, cyberpunk-esque works of music, I'd rank Balke all the way up there with Alan Howart, Michiel Van den Bos, Jon Everist, Frank Klepacki, Mark Morgan, Kenichiro Fukui and their kin.
The following tracks are my favorite:
Mayflower Initiative;
Rat Maze;
Smoke;
Calitana's Pulse;
Beware Of Trespassing;
Digital Trippin';
Horrors Nearby.
Did any codexian like this game?
The idea of the game maybe, but it was so broken and unplayable at release i spent 4 hours on it only.
Think only dhaze was brave enough to go on , possibly the only guy on the planet.
After finishing the game, I drifted a bit onto the official Discord to see if I could get answered a few questions, and there saw a handful of other people had managed to finish the game. So I'm not the only one, but we sure as hell aren't many; I'd wager a few dozens, maybe?
For reference, this was the game 5.5 years before release:
Would be curious what you think about that video
Dhaze.
Concepts from that video made it into the actual release, like the wounds, the travel time for projectiles, and the whole 'simultaneous-but-not-simultaneous' turn system. But in the actual game it's just a big mess.
Without even trying, you character's damage quickly gets so high that, save for Copperheads, you can waste anything and anyone in one or two actions, so wounds are irrelevant whenas enemies are concerned; and for you, wounds are pretty much inconsequential since you can patch yourself up with ease. Also, I don't remember there being any kind of system in place to try and prevent being wounded in the first place (say, with specific armor pieces). So it's a thing that is... there, but changes nothing or almost nothing.
Also, there's no indication of time elapsing, no indication of who is gonna act when, and combined with minimal or outright poor animations, it makes is so that their 'simultaneous-but-not-simultaneous' turn system ends up quite chaotic, confusing, and at times annoying. Thus, like the wounds system, it's there but doesn't bring to the table what it could potentially have.
I actually picked this up on someone's recommendation. They told me that with the refracted update, the game is actually quite good. I'm not entirely sure, but I guess we'll see.
EDIT - I am fully aware of the game's reputation and broken state. I just wanted to experience the potential misery on my own.
EDIT - Yep, it's immediately every bit as awful as described in this thread. I am actually impressed.
Want to know the best part? The more you play, the more broken it gets.
Could the art and animations be salvaged to create a Point and Click Adventure Game?
No it's total shit. It's very confusing and ugly.
I'll play devil's advocate for a second. I talked about it before, but at some point in the game Mechajammer ceases to be anything resembling an RPG as the term is generally understood, instead becoming a detective game. It's bizarre, in a way. Combat and character stats and other things instrinsically linked to the concept of an RPG discard themselves of even the pretense of relevance; instead you find yourself searching for this person, or this item, or this place, or this clue, or a way to solve this puzzle, those eventually leading you to another place with another person or clue or puzzle.
And that part—that weird, unexpected, unpromoted, un-talked about—part of the game was
genuinely entertaining, and well-thought on the developers' part. And I say that as someone who sucks immensely at anything puzzle-related... So despite the art style being very confusing and quite ugly and muddy and busy, there's something in Mechajammer that would have made for a good other kind of game, possibly a Point And Click.
I think about it a little bit like BioShock: Infinite. Overall, Infinite is not a good shooter; and given the story, given that Booker DeWitt was rather needful of discretion for his mission, it
doesn't even make sense that it's shooter. It's the wrong kind of game for that game, to put it that way. Well, it's the same with Mechajammer: it shouldn't have been this kind of game.
I mean there was a whole idea of written language appearing as scrambled if your character wasn't smart or learned enough to read it; yet it doesn't come into play at all despite the heart of the game being about detective work. There is the 'Occult' Virtue, whose description was "The mind's stability in the face of unknown forces," and, if I recall correctly, a few things in the late game mentionned such unknown forces fucking the minds of people with whom it interacted; yet Occult does, I'm given to understand, about fuck-all.
Make it a sort of Point And Click game but with a character sheet, or make it a pure stealth-and-brain kind of game.
I hate thinking about this game.