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Recent reviews by jnTracks

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1 person found this review helpful
1.2 hrs on record
I'm saying recommend, but with a lot of notes about how early this game still is.
I feel this game is not for you unless you are into being there while they work their way through development. This feels like some form of alpha, even though they are not in early acess.
If you like early access games, I think this is one to check out. But if you're like me and you don't quite have the patience for janky controls and menus, unpolished interactions, enemies with little to no AI; .... wait on this.
I requested a refund after playing for an hour. I'm sad about it, and I'll keep watching because I think this could grow into a good game, but it's not there for me yet.

The good: Atmosphere and visual style is cool, love the setting.
loading magazines and managing items and tools is decent. Not as good as Into The Radius, but it's there and mostly works.

The poor:
Audio: The sounds are cool, but lack variation. example: when walking in tall gras the same sound seems to play on every step. It sounds weird.
The voice acting in english is really off. It sounds like it is probably an AI voice reading the text. Inflection is off in lots of places where it misinterprets how the end of a phrase would be said.
The overall audio mix: everything is loud. That means you can hear the cool weather effects and environmental sounds, but voices aren't more in the foreground than background sounds; everything is at the same level. Even the sound of grabbing objects is just as loud as some story-related voice audio. (and again, the grab sound is exactly the same every time. It's jarring in loudness and that it's the same). By the same token, gunshots are also just as loud as background sounds, which makes them seem very quiet.
Controls: There's some weird things like the headlamp doesn't need a trigger click or anything, so you toggle it by accident when moving hand around the head, or struggle to get it on sometimes.
Some stuff works with trigger when it's a grab action so it seems like it should be grip. maybe this should be a menu option. The over the shoulder primary storage works about half the time, so often you drop the gun to the ground. That needs to be refined.
The backpack is cool, but the interactions points are really picky and hard to get right. I'm grabbing the wrong slot a lot of the time, and when trying to put something in I often miss the slot on the first couple tries. Needs refinement.
Monsters: the enemy AI seems strange, like it almost doesn't exist. Monsters have little to no awareness. Once they see you sometimes they just make a noise and don't even move on you for a long time.
The map seems small. I thought this was at least kind of an open world, but at least as far as I got in the game the locations are connected by "fade to black" loading screens and then the area you explore is not that big. The story said I was going 15 kilometers but then I just appeared at the location. There was a "safe" zone and then a few steps away into the danger, I'm met it with monsters... Close enough to be shot from the safe zone... but they aren't, I guess because the AI doesn't make them attack anyone until you practically tap them on the shoulder.
This all gives the world a really closed-in feeling. Like it's a maze of tunnels, except we are outdoors at the time so I really wanted to feel a big open world. Disappointed by that.
I guess maybe this is the intent, like it's more of a semi-explore, semi-linear, half-life alyx kind of maps. Instead of open world.
The gunplay:
I was happy with the loading magazines with bullets, attachments seem fine, but after that we don't have any control of fire switches or anything like that, as far as I got with two pistols and an AK.
Also the guns feel a little bit cartoon-ish. I think this didn't totally match the art style, which would allow for a more real-feeling gun. But the dessert eagle seemed like the same size as the PM (DE too small, PM too large; meet in the middle) ammo boxes have labels you need to squint at a little but that's not a big deal. But the boxes hold hundreds of rounds. Not very realistic.
And just the feel of the guns is kind of arcade-like. Where a STALKER type game we would want more realistic feel and difference between guns. For example the DEagle does 25 damage and PM does 23.

I really want to like this, it's got the bones of a cool game, but needs a lot of refinement and fleshing out.
I'd love to get back into this when the mechanics are refined, guns are less arcade-like, sounds are improved and the mix is done so everything isn't just the same level, and the world is bigger and ready to explore.

I know it's tough and especially where the dev is trying to work. I wish you good luck and I'll be watching!
Posted 11 January, 2024.
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A developer has responded on 11 Jan, 2024 @ 3:51pm (view response)
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