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Recommended
0.0 hrs last two weeks / 11.5 hrs on record (10.2 hrs at review time)
Posted: 9 Jul, 2024 @ 12:27am

Early Access Review
This very procedurally-generated immersive-sim dares to do the great thing of having a population of a few hundreds of npc-humans with schedules (mostly within 50-ish companies) and rather complex relationships, within a basic-procedural environment for a stealth and detective game.

If you want a perfect and polished game (closer to portal2), this is not it, because it is experimental, and random, and novel.
It works for the most part, permuted-emergent-properties can go through the roof, which also messes up any hopes for a coherent difficulty-curve due to silly-interactions or arbitrarily-brutal-randomness.
This works as a great proof-of-concept for a very difficult game-design-challenge, that asks to be refined around a lot of rough-edges, and it is being updated as of 2024

Core-gameplay-loop can be VERY repetitive:
- this has less than 10 slightly too dumb+blatant archetype-scenarios, to be repeated with lots of procedural parameters, that still remain too predictive, and you can figure out solving-optimization-methods. sadly you can quickly tell the archetype, as in "if a business card is next to the murder victim, a co worker was the killer"., almost all murder cases are THAT predictable, so you can solve them within 5 playtime minutes from metagaming-experience.
- game-difficulty-setting only affects armor, not deduction-challenge.
- pacing is all over the place (more realistic actually) from detailed slow "paperwork deduction" to fast paced-fight and-chase, with occasional "hide in the closet" horror-elements.
- survival-elements and timed-schedules (timing-puzzle-stealth and waiting for events, or hurrying foe a deadline) often do not mix well together.
- Slow dialog boxes do not allow for interrupts but do allow for unintentional waste-of-bribe-money.
- the proc-gen is basic and functional, being basic just makes it more repetitive at first glance, and in core loops.
- visuals work for the theme, but the more often silly than useful screen-space-reflections show how minimal this is, in favor of more hopes for stable frame rates.

detail does as far as using a fingerprint scanner for fingerprints and shoe sizes of footprints, alogside blood-types in locked-away birth-certificates, and getting suspiciously smelly from dumpster-diving for food or evidence.

this savesl+oads a largest-city within 40 seconds on cheaper SSD.
generating a largest-city takes roughly 2 minutes.
This runs fine in terms of good multity-reading, only the game-intro-cinematic lags a bit, likely because it does a silly high FoV for cinematography.

This has a steep learning curve or trials and errors, that can be fast-loaded with roughly 1 hour of 3 youtube videos of basic general tips (really spoiler free).

this is sometimes buggy:
- mostly in terms of basic-npc-ai-stuff, being dumber and more egocentric than a herd of cats, sometimes clipping through walls unfairly, and sometimes escalating "do not touch me bro" accidents into brutal mass murders.
- buggy in how the map generator has semi-impossible/unfeasible geometry with occasional z-buffer-fighting-flicker and 2 opposing doors clipping through each other in a too thing hallway, because "doors are very hard in video games".
- buggy in how irrational, ifnorant or overreacting, nocs can be.
- buggy as in, clipping through the floor, falling endlessly.
this is all still being patched and refined.

planned add-ons, and even planned mod support have all the potential to fix all the issues, and more.
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