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Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Palpek posted:

No, I'll keep talking about a freshly released game in a thread meant for discussing it. Unlike what you wrote I talked both about what I'm finding good and bad about it and I brought up the critical points about the AI and extremely easy difficulty again when people who haven't played it started asking about how combat/stealth/AI/difficulty settings work in comparison to previous Arkane games. I'm overall enjoying it for its fantastic artstyle, environmental storytelling, characters and the way the narrative unfolds but I won't gloss over things that just don't work in it.

I agree with pretty much everything you've posted about the game. I've played it for 6 hours and it has only gotten easier.

Disappointingly NPCs seem to do the same thing each loop? I went to Updaam at night two loops in a row and the enemies outside of the tunnel entrance had the exact same conversation the second time. Are the visionaries the only ones groundhog daying it or are fodder level enemies just disjointed from the story telling in their scripting?.

The vibe of the game, the setting, is very cool but it's undercut by the AI's simplicity and repetition.

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Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Control Volume posted:

Does this game pwn?

It's Fisher-Price S.T.A.L.K.E.R. OP

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

marshmallow creep posted:

I thought a Colt player had to at least accomplish their objective before they could leave.

You can swap objectives on the fly, is it possible to simply untrack objectives (which I think tracks the exit)?

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k
Jason E. Kelley is so loving good as Colt in this. Really just knocking the delivery out of the park.

Whatever else this game does it at least goes hard in this category. My favourite performance since Jullian Champenois's breakout performance as Kim Kitsuragi.

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Orb Crabmelt posted:

I just quit the game after spending about two hours in the Complex map and after starting it back up, I was at the very beginning of the level with everything undone.

So it seems the answer is a very baffling "no."

Yeah, I've had the game crash three times mid mission, twice after taking down a visionary, and the decision to have no autosaves outside of the time advancing interludes is a huge time waster for the player in these scenarios.

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

ShadowMar posted:

Ran into a weird bug and I'm seeing other people running online into it as well so I figured I may as well warn people here ahead of time in case you run into the same bug:

If I get a headshot on one of Aleksi's mask wearing bouncers on the night of the party, the game crashes to desktop 100% of the time.

Can confirm.

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k
The quick reloading rapier with the speed loader mod is an absolute monster and my favourite use of large calibre ammo.

I'm coming around to everyone who is not a visionary being a poo poo tier mook but it's clear that Colt and Julianna aren't the only ones groundhogging it, the story rests on the Loop Preservation Protocol being known to all visionaries. In world text and audio logs make it clear that visionaries are aware of the LPP and the Loop itself.

Frequent "time is your plaything" and "jump to your death" posters and grafiti, plus seeing eternalists literally jump to their deaths, and the way NPCs use the term "tomorrow" heavily imply everyone is in on it. The eternalists know they're eternalists.

I still think the lack of adaptation and especially action and dialogue repetition is immersion breaking.


This is a (straightforward) puzzle game with bullets and a cute story, idk how you can reconcile the story and gameplay here to call this an immersive sim.

I'm still having fun with it, but it fails to stick the landing between concept and execution as a whole imo and is a lot less engaging than Prey (to chose an example from Arkane).

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k
I guess what might be going on is all the NPCs other than Julia (and maybe Wenji?) know they're in a loop but retain no memory of the prior loops? Sounds like hell. I will eat crow if it turns out this is why (perfectly voice acted) Colt is trying to end the loop

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

BigglesSWE posted:

My understanding of it is that they're aware of the time loop since that's the whole reason they're there. But they may be under the impression that they’d retain their memories (which they don't) and therefore think that every loop is the very first one. Who knows how many there's been.

There is a note that suggests the loop is not actually the "first" day (whatever that means, there's clearly been groups on the island for a long time), it seems to be some subsequent day that's looping. I think this is a Wenji theory

In terms of how many there's been I love the trolly Julianna dialogue where she tells Colt he was here for 17 years the first time, and then left and came back because he loves looping so much. I wonder if there's any truth to this (I'm guessing not due to the delivery)..

Can we trust the quizz machine? In terms of its answers, it tells us that all of the slabs and mods are the results of Wenji's research, yet Wenji has no slabs.

The premise is fun to think about, I hope that as I finish the game it will be tied together nicely instead of falling flat after the questions are answered - or worse, not answering it's questions at all.

If I hadn't played Prey I'd be ready to be let down, but considering how that paid off it's hooks I'm cautiously optimistic.

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Gadzuko posted:

"First Day" refers to the first day of the loop, which everyone knew was due to start on a particular day. That is the day that you play. The whole day is a special celebration of the start of the loop. Wenjie figures out that it's not actually First Day because Colt and Julianna are acting strangely, she details her logic in the note.

ty (and others) for helping me piece the loop awareness levels of different people together :3:

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Ravenfood posted:

So, I think I either ran into a bug or hosed up. I got Shift and Havoc in one area, and infused both. Then I sacrificed them in the same end-of-day screen that I infused them in (to get more residuum to infuse more things, figuring that two Slabs was a good haul for an early day). Then I finished my loop and next morning, neither Shift or Havoc are available for me to equip. The same thing happened to all of my personal and weapon trinkets, so that sucks.

So don't infuse and sacrifice things on the same timeframe.

For me slabs and slab upgrades don't come back when sacrificed (even if sacrificed on subsequent loops) but guns and mods can be sacrificed and come back.

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Ibram Gaunt posted:

Got the credits just a few minutes ago. Game was fun but honestly maybe I just didn't have the right mindset for it but the fact that the game is actually fairly linear and there's only one real way of winning kind of took the wind out of my sails, yeah there's some freedom for how you do those kills but you still have to kill them at very specific points after doing all of their questlines. I dunno. I thought the ending was pretty unfulfilling too and the lack of answers to some stuff annoyed me as well. Ah well..

I feel the same way. It also started to feel a bit tedious in the last third of the game after I'd figured out the necessary ending sequence but still had to do several loops to set everything up. This is probably just due to what I was doing in my mornings on the first few loops though and the order I discovered some stuff in.

From a plot perspective I wasn't particularly satisfied with the explanation that people are bored, except Julianna, and Colt is not bored anymore because of some reason. But that at least has an in-story explanation, unlike the visitors, which okay they're from other loops, but all of the loops are the same day, are there alternate dimensions where there are also loops and the anomaly is also allowing travel between these dimensions as well as doing a time loop thing where bored people lose all memory? Maybe there's an in-story answer tucked away somewhere and I missed it. I never did go through the doorbell door, I think I got everything else.

At least there's a decent explanation for why Colt and Julianna are doing this. Colt thinks it's hosed up to keep people in a repeating day where they just do the same thing over and over, and Julianna doesn't want to lose the life she has with her father even it's a hosed up one. I can dig it. As for the other characters they're all kind of one note assholes. Except Wenji, who I didn't get much of an rear end in a top hat vibe from but still came across as a one note obsessed scientist. I guess it's so you don't mind killing them over and over, but then also why give a poo poo about saving them from their loop fate? I suppose Colt is doing it to free himself and Julianna, which it seems like he succeeds at, but as to what happens after he thinks he breaks the loop? That, like so much else, seems to be left unanswered.

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Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Palpek posted:

I only mean any AI, I don't use it against a player Julianna, there are 2 other weapon slots to use against her. Also the difficulty curve is more like it starts with the player as a god in this game, then demotes you for a little while to a messiah and comes back to god in the end. It's no Prey in that regard.

The last bit for me was when I got shift late and it let me unequip double jump and create quite specialised loadouts.

Trying different ones out was some of the best fun of the last 6h of the game tbh.

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