Godhood
This is how I felt about Reus, immediately. There's something so......passive about Abbey Games and the stuff they make. Like someone really doesn't want you to ever feel overwhelmed, or worked up, or even going down the rabbit hole of making too many decisions. I feel like someone is very sweetly trying to lull me to sleep when I play their stuff. They make very casual games, which is fine, that keep hitting areas I'm interested in. But the game play just doesn't deliver.
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Played an...interesting game during a 3 day LAN party.
The Red Solstice (2015)It feels like if a moba, Diablo, and an Aliens wave survival game had a baby. Add a dash of DOOM in there with undead and alien-looking demons or demon-looking aliens.
It's 8 player coop, click to move, click to shoot style thing. Sounds straightforward on paper.
But man, it took all 5 of us a good night to even figure out WTF we're doing. The game is rich in features but many are poorly explained if you don't play the SP campaign first.
Maps are basically randomized open areas broken up by pre-fab buildings and streets. Open areas are littered with and buildings are packed full of objectives to interact with, loot containers, hazards and the like. You have multiple primary missions, multiple secondary missions and an hour to do the whole thing, while enemies are constantly spawning and making a beeline toward you, in ever increasing numbers and difficulty as time goes on. After an hour all hell breaks loose and you have to evac or die. Limited rezzes on low difficulty and no rezzes on normal difficulty.
After 11 hours we never managed to go the full time just with us (some veteran randos almost finished it) and have never actually beaten the first mission on recruit difficulty. You still earn XP and unlock shit no matter how early you fail so you're encouraged to just keep throwing yourself in to it.
It's bananas, frankly. There's tons of cool little things going on though. Limited ammo drives a lot of game play. You can turn on auto aim so your guy aim bots everything while you move along, but you take a big accuracy and damage penalty vs. manual shooting. Shooting your replenishable flares or found flares or activating building power to turn on lights drastically increases your accuracy. You can auto follow people, or find NPCs that you can then order to follow you around while they shoot enemies. Multiple combat suits (classes) you can unlock with various weapon and ability unlocks as you level it up. A few ways to tweak the suits' strengths and weaknesses or tailor it to your specific playstyle. Friendly fire on explosives, a wound/de-buff system, a moba-style consumable inventory system for everything from artillery strikes to sensors to traps to heals and cures to all sorts of stuff. Some of the way you do things is a little clunky and/or needlessly complicated (like there are tons of different kinds of explosives in game that you need a detonator item or skill to use, or having to click shit out of your inventory then click on a person while everyone is moving and everything is going crazy), and I can't say the game ever exceeds these problems enough to not notice them.
It's a lot to take in just dropping in to the game. It's the kind of game that, after an hour or two I figured I could probably learn all its ins and outs given enough time. But during a LAN party we learned it by the seat of our pants, with a lot of shouting and "HOW THE FUCK DO I USE THIS THING?!"
You can tell a lot about a game from going straight to the keybinds, and my first reaction when I saw it was "Oh boy."
Veteran players seemed to traipse through the level with no problems by themselves for the most part but we found we have to play very tight like scared little newbies, coordinate our fire and support each other with our combat suit specialties (I played Medic), communicate and constantly move forward as a group. It was fun and pretty challenging, and I feel like we had to make each mistake at least once and wipe the party to understand how to play the game. (Our explosives guys kept blowing us up in the heat of combat, the party leader called down a quest-based thermonuclear weapon and killed us all, I called down a saturation arty strike with an item that wiped the whole party, getting split up being greedy for loot, not paying attention and wandering off by ourselves, all these things got us killed and ended our game.) Many of our deaths came directly from trying to figure out how to use items.
I can't call the game great despite a lot of its positivies because it's a first title from a Croatian studio and has that indie feel and some indie problems. Bad translations, opaque mechanics, story bits you don't care about, occasionally sloppy feeling balance. But by and large it looks good, most sound effects are good (voice acting is kinda eh) and, like I said, it's surprisingly feature rich and deeper than you'd think at first blush in the way everything comes together.
And seriously, 8 player coop that isn't a survival or building sim, in a land where 4 player coop is King. Some people didn't like it as much due to the fact we hot dropped in to the middle of multiplayer and it's the kind of game that wants you to really learn everything to be effective. We still did not win because the mega huge fuck off late game monsters we just couldn't stay alive long enough beat. (Mostly because "bosses" seem to require a mega-fuckload of well positioned explosives to truly beat.)
But game play feels quickly paced and you're rarely not doing something, either looting or shooting, while still retaining some of that sorta tense bug hunt experience, deflated a little bit by the horde monster mechanics. It's generic yes but there's a fair amount of obvious love that's gone in to it. Despite the failing and the learning and some people not being super hot on the game, I think we all had some good fun with it.
Apparently they're making a sequel that's supposed to be out this year, and based on the first game I'm honestly kind of curious about it now based on the first one.