Yeah, it's really odd that some on the Codex are complaining about this DLC since it takes a pretty anti-casual approach overall. I worry that it's not going to make them much money for exactly this reason
Other impressions so far (possible minor spoilers):
-The Traumas aren't for show: get a haemorrhage and you take damage from running or jumping, which kills you real quick if you're in the wrong place and need to escape, especially with some characters who have low health.
-The interaction between your characters is important and can really impact the run, but it's hard to pre-plan this before starting since stuff can change a lot, e.g....
-Pathways can be totally blocked in one run and unblocked in another: cave-ins, doors only one of the characters can open, and so on can appear or disappear between resets. It's like they solved the issue of "ten ways to get into this room but you have them all" by letting you have them all but only one at a time...
-Instead of weapon upgrade kits you get tiered weapons with different upgrades already installled, with seemingly random bonuses at the top level (e.g. I found a nerf crossbow that sets things on fire
, or a shotgun that blocks psionics). I like this change, especially in a roguelike.
-Chipsets can have big effects, as I mentioned before, e.g. avoiding the moon shark would be a lot harder without the propulsion upgrade chipset, which now also lets you dodge mid-air; makes it much easier to get from rock to rock.
-There still seems to be a pretty developed story but I haven't really discovered much of it yet: the timer is fairly brutal, since even at three you get enough nasties to make survival problematic without full gear, and ammo is way less common. Plus as you unlock more stuff the timer goes faster.
Questions for others playing:
If I leave a bunch of stuff in a container for the next character, will it stay there between characters? (obviously not between resets). I know pre-placed stuff stays, not sure about things I drop.
Bhatia's corpse seems to have been in two separate places for me on different runs, is this right? First in Moonworks, then Labs.
Fabrication plans you've collected determine what you can buy at the beginning with sim points, is this right?