Finally new credit card, so I got to play game a little. By little I mean 20 hours non stop with only wine and coffee supporting my biological existence. I just got some sleep, by some I mean 12 hours, and I am eating a yogurt. I feel sorta funny.
what was I talking about
game, right
Played beta many years ago but no further than south station.
Ignored all threads or wiki. Began reading wiki when was lost at what do you put into enhancement slots when crafting items, like, what do I even search for when making vest or sniper rifle.
I basically went into the game completely blind and also LARPed. So played without any metagaming or foreknowledge. No re-rolls or dropping because I thought perk I've picked turned to be shit or things are "too hard". I picked normal difficulty and Oddities as experience.
Rolled a russkie parody character named Slav. The idea was he's that guy who makes weapons from junk, goes around and bullies people, and keeps his favorite tracksuit the best one around. So I rolled something like 4 STR (which turned out to be a total bitch, since who knew I'd want 6-7? but thanks to constantly chewing on Kebab and +1 STR from one of level ups, problem got solved), 8 DEX, 4 AGI, 4 CON, 8 PER, 4 WILL, 8 INT. Why 8? Well, because on character creation you get a jump in extra points when going to 8 (2 vs 1) - that's the only logic or what actually stats do I could find on character generation screen
Skills are Guns, Evasion, Lockpicking, Traps, Mechanics, Tailoring, Intimidation & Mercantile. Perks Packrat and Recklesness.
No psi. Slav said no to dis mambujumbo cause roleplaying.
Later I added Throwing & Chemistry because what is a russian with no molotovs
Through the game I used pistols, SMGs, rifles and sniper rifles, bear traps, mines and explosives. Items are goggles for +crit chance with ranged weapons, tacvests & tabi boots. My tactics was to either burst enemies with SMG/rifle, kite around, or ambush them in my castle of bear traps & mines, while hitting them with guns and using grenades on them. I also squatted in ventilation shafts a lot.
So far I finished "act" 1&2, up to invasion of Faceless, and now I am dicking around 2 new cities and using TNT to open passages.
So here are things I liked/disliked about the game. I'll start with what I didn't like as I was playing.
- No introduction into setting of the game. Even static screens like in AoD would have helped to establish what the world is about.
- Didn't like orange font in main menu. It breaks in the middle and hard to read. Thanks that main font in game is just white.
- Bad character generation screen. Can't see what stats increase, like in Fallout you could pump luck and see your critical chance increase, or in AoD pump stats and see action points, health and skills rise. You can't seen numbers correlate to anything in the game until you begin the game.
- Overall somewhat sloppy UI design. It seems to collapse under the pressure of the items and options that were added to the game through years. Becomes tedious when you reach part where you begin exchanging currencies and crafting, and carry lots of stuff around, including quest items. Inventory, barter screen and crafting screen could all use some work, as well as Journal.
I'd also want to know what bonuses or penalties I have when attacking (like do light sources even do anything?).
- All money gained from sales should be forwarded to running animation department.
- Sometimes poor sprite recognition. I ran into my own traps at least half a dozen of times because I misclicked on enemy, or rushed onto enemy instead of shooting him. At least a few times I had to pixelhunt to, say, shoot a dog which standed behind opened door. Maybe it comes from how isometric view is done in the game and high camera position.
- Gameworld is "underrail" yet there is no map, even map of actual metro stations - that's pretty nonsensical. There can't be underworld without maps or schematics. It doesn't really make game harder or means game is hard to navigate, because location design is fairly tight and there are fast travel options & signs around. Still it's strange. There is so much electronics, yet from navigation only thing avaible is compass, when there should be many other things (like metal detectors, geiger counters or whatever).
- No story to talk about before mid-lategame. The introduction is really long when you concider it has no connection to what is happening around.
- Writing is just serviceable so far. Junktown was cool enough compared to other places.
- Somewhere around mutated toxic dogs and going through another 5 rooms full of shelves, chests and turrets game becomes monotonous. "Dungeons" don't feature a lot of NPCs and so there are long, very long pacing sections where you just loot, loot, loot, maybe kill a monster or a turret, loot, loot, kill rathounds, loot, etc.
Non-Music that generally never breaks it's tempo or pacing adds a lot to this.
- Speaking of Matt, there are a lot of rathounds in this game, which not only are strategically placed to make you think evading enemies is not meant to be, but also respawn, like some other enemies. I am not big fan of respawning enemies, even if it makes some sense for animals.
It doesn't feel like game was really designed for characters without damage dealing options in mind.
- Spend a lockpick to open chest that has a lockpick in it. Level up guns to find 3 unique hammers with bonus elemental damage in a row.
There should be more hand placed loot for various characters.
Although concidering per level you get almost 1/3 of max skill value possible, it's not hard to "respec".
- Speaking loot and items, as well as balance between items, it doesn't feel like there is really a progression where you begin with something simple yet end with something complicated (from knife and crossbow to 10 mm pistol to a plasma caster). Guns really don't feel like an elite thing you are trying to get to in a postapoc world, and bullets are abundant. Heck, everything is quite abundant, really hard to run out of even healing items.
Maybe also has to do with local metagame where you seem to fear melee and crossbow bolts more than a burst from an SMG. But maybe it's that thing of green grass relevance Blaine was talking about (but I swear, these electrical crossbow bolts and psi crap I dealt with, makes rifle-wielding enemies pale in comparison).
- Crafting is sometimes overcomplicated. For example, healing stims that are easy to hoard require you to track 4 items if you actually want to craft them. It's also hard to understand what can you put into upgrade slot unless you've seen actual item and read a discription.
Can't upgrade "uniques"(
- Instant healing items seem to exist just so enemies would shrugg of your first volley and could reach you and hit/shoot you.
- Cooldowns on various stuff sometimes leads to a bit nonsensical situations (end combat bleeding, can't use heal item because already used in combat, die from bleeding or something else).
- Every dog in this game is as strong as Dogmeat in Arcanum
Overwatch fire would be a nice option.
I wish I could have a companion in the game, to break up the pacing sometimes and add some options to combat (like tamed animal or crafted robot).
- There is fishing in this RPG
Now to what I liked about the game. In codex tradition it would be twenty times shorter.
- It's fun
Gameplay is really addictive for some reason. It's just very addictive to play mix of murderhobo and arcanum trashbin hobo. Scout and navigate levels. Avoid, ambush or kick monsters. Sneak in vents. Kite robots. Burn burrowers in multiples. Get oddities!
Face overwhelming odds and win. Just survive. After 15 hours of play finally collect enough stuff to craft rifle that you can't use cause low strength, but which kills everything in one burst. Or a Matrix-coat that makes you go "lolbullets". Fun to go where you shouldn't go, fun to connect tunnels and realise that that tunnel leads to that city, and you thought it was just a random location with lunatics.
Fun to pick perks and fun to realise you could play a doctor with chemical gun, or nuGarret with crossbow and stealth, or spacemarine with 2 power fists with different types of damage.
- It's challenging, at least if you're going in without knowledge and care not for minmaxing.
- Lots of possible builds, no option feels useless.
- World map is detailed and locations connect to each other in interesting ways.
- Enemies are varied and can be hard.
- Systemic design and elegant design decisions everywhere, from fighting to sneaking or pickpocketing.
- Never I spent so much time in my inventory since Arcanum
Questions.
Actually there is only one question I wanted to ask so far:
- Is there a way to protect from bio damage of burrowers? So far I just gulped antidotes in packs. I tried gasmask but /bio resist didn't do anything. Would Chemsuit work better?