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Author Topic: Subterrain: Diablo 2 meets Cataclysm DDA meets Doom meets The Fugitive  (Read 7515 times)

ChairmanPoo

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http://www.pixellore.com/


Avaiable at GoG: https://www.gog.com/game/subterrain

I got this in the GoG sale and I'm quite happy with it.

The premise is that you're a doctor who went to Mars to find the cure to his wife's disease, currently in prison, because you were convicted of murder because of a lab accident, which apparently one of your rivals orchestrated. So there you are, in prison, serving your sentence, when all hell breaks loose, with the colonists becoming cannibal mutants because of the influence of some strange alien insectoids.

From then on you have to fight your way through the colony (diablo 2 style), gathering resources to improve your home base and craft new weapons and drugs (because  oh boy you'll need drugs to help broken bones and the ever-present alien zombie plague), and eventually flee the planet.

All in all I'm finding the game very addictive, and am quite hooked to it. Give it a try.
« Last Edit: April 06, 2016, 08:54:45 am by ChairmanPoo »
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Mephansteras

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Sounds interesting. How much replayability does it have?
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nenjin

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Reminds me of a way sexier-looking version of Teleglitch. Might have to check it out.
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Retropunch

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Looks pretty great - I'm also interested in how much replayability it has?
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

ChairmanPoo

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Replayability? I think it's pretty high

Random map generation - only handcrafted levels are the prison (beginning/tutorial level) and the central hub + satellites (aka your base -- which you are free to customize moving furniture around). Actual item stashes are randomized in the whole game, so the content will always vary - this influences mostly what kind of resources you will find in each map, as for the most part you'll want to craft your items, rather than using what you will find. 

The game itself is not linear at all, either. For practical intents and purposes it's "open-world", so to speak. There are several stations scattered through Mars, and you can explore them as you like. Worth noting that a particular location's difficulty is not set by the location itself, but by the infection progression, which goes up over time.


Your ultimate goal is to tech up your base, in order to fix the shuttle at the spaceport, and leave the planet. In order to tech up, you have to scavenge blueprints to improve each of the hub's substations.


Here you can see the map layout.
Spoiler (click to show/hide)

It's advisable to visit the 4 closest stations first, in whichever order you see fit, as the early tech upgrades (required for the later ones) are in them. Other than that, as I said, the visiting order is up to you. What I am doing myself was rush the 4 of them early on to gather as many tech blueprints as I could before the infection levels went high, and return later to those locations in order to scavenge raw materials. But in the end the strategy is up to you. It might even be viable to scavenge the chips from the further away locations first, before their infection rises to dangerous levels, and then do the closer ones. I'd not try it myself because I rely too much on my tier-2 tech to casually sacrifice it for that kind of rush.

There is also a survival aspect to the scavenging you carry out: In general the kind of things you scavenge are weapons (nice early on, not so good later on as most of the ones you find are tier 1 or 2, and you'll want to craft your own by mid game, which will be better),  general stuff (which can be scrapped into raw resources), drugs of various types (from medikits to mutant plague antidotes, passing through performance enhacing drugs), and, crucially, food and water. Your character has to eat, drink,  and sleep. And not all sources of food and water are equally safe.


Soo... I think I covered the basics with that. Anything else I can answer?


PD: The guys who made the game announced at the GoG forum that they would release a major update soon, which will include more story content (there IS a plot about what's going on... currently you learn about it mostly in the form of logs in your journal, and notes you find around).
THere was also talk about some other major content updates which would add new gameplay modes. They posted a roadmap about this on steam
Quote

Coop multiplayer - This is the biggest update and it will only happen if the game significantly does well because this kind of update will require many months of focused development.
Random map tile editor - This tool will let you create the room tiles that can be spawned during random map generation.
Alternative ending with West's personal story line - We already have done some work on this. This has a good chance of getting in the game through a free update.
More background stories and little sub missions that can enrich the game.
More background music. - We have some kind musicians working on this already.
UI scaling option for very high resolution.
Randomization of important key locations.
Randomization of all other ground floor levels except Central control and prison.

There are also other proposals with good odds of making it in, apparently:
https://trello.com/b/mUiBvLsZ/subterrain-post-release
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kulik

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I'm sold. But on GOG it's listed as "comming soon" how did you bought it?
« Last Edit: March 29, 2016, 05:47:58 am by kulik »
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ChairmanPoo

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Because during the Spring sale, they sold a limited number of copies of games that they haven't released yet - most notably, Subterrain and Jotun. I ignored Jotun because AFAIK it doesn't have procedurally generated content (please correct me if I am wrong). But I was able to skim through Subterrain's features before it went off-sale, decided it was worthy, and bought it. There was a 30% sale discount so it cost me 9€

It's also on Steam, I think. I favor GoG though.
« Last Edit: March 29, 2016, 07:03:29 am by ChairmanPoo »
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ptw
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Puzzlemaker

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Bought this, fun game, pretty deep and complicated.  Make sure to pick up an extra backpack.
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nenjin

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Bought it.

Still too early for real impressions, but, the game is pretty deep. It's a game that seems super committed to the survival aesthetic, and like it's learned a lot from other games that have come before it. Like inventory being per bag and both consisting of slots and total weight. Like being able to ride the train for the three minutes or whatever representation of 1 hour 40 minutes. Like, most games wouldn't even bother to make that an option. But I guess in a game where time matters, doing busy work on a tram ride seems pretty immersive.

Control scheme takes a little getting used to.

Really the game is like if Teleglitch and Darkwood bumped uglies and had a baby. Yet it's prettier and deeper than Teleglitch, while being smoother playing than Darkwood. (Not that Darkwood doesn't play smoothly, and I haven't played it in a while. Still.) Some of the UI stylings remind me of Project Zomboid, too. It's sort of an impressively laid out UI, in general, cramming a lot of info into a small space so you barely even notice it. (I mean I've got 3 weapon slots, 3 battery and canister slots, quick slots, health, stamina, hunger, thirst, fatigue, temperature, oxygen, time, day....all this crammed into the screen yet remaining unobtrusive (if a little hidden until you actually look for them.) It's all very well done, detailed and flavorful yet minimalist. If I have two complaints, it's that one some stuff is tiny and hard to read, the other is that important stuff is nested too deeply. (Too me forever to figure out how to switch from the Mars map to the local map.)

The game seems to have the dreaded Humor! thing going on in item tool tips though. Also, having to piss and crap? Seriously? I'm gonna be fighting for my life here and I have to worry about finding a toilet? I can't, just, piss in the corner? And for that matter, calling it piss and crap? For a game that has this, I dunno, polished and mature a feel to the story and aesthetics, the juvenile humor seems a little misplaced. I've seen it done more egregiously but it sticks out.

Anyways, game seems pretty deep atm, gonna come back later when I've done more than the tutorial.
« Last Edit: April 05, 2016, 09:52:57 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

ChairmanPoo

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Re: Subterrain: Diablo 2 meets Cataclysm DDA meets Doom meets The Fugitive
« Reply #10 on: April 05, 2016, 09:29:52 pm »

I did not find pissing and crapping humorous, tbh. I could have done without it (in the game, that is), but I think it was more aimed at "realism" so to speak, than at humor. I think that if you let bodily needs (food, defecation, sleep) go to red without relief, your body condition deteriorates.

There was a similar debate in the DF suggestions forum some years ago. In the end Toady settled for a compromise of not simulating the bodily functions per se, but keeping a "clean water" mechanism...
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nenjin

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Re: Subterrain: Diablo 2 meets Cataclysm DDA meets Doom meets The Fugitive
« Reply #11 on: April 05, 2016, 09:33:24 pm »

Not to rehash the debate. It's just, man, running down a hallway pursued by guys and then you look at the status icons and think "Great, and I have to take a shit too." Not a level of realism that elevates my gameplay, I guess.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Blaze

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Re: Subterrain: Diablo 2 meets Cataclysm DDA meets Doom meets The Fugitive
« Reply #12 on: April 05, 2016, 09:53:26 pm »

Eh, after playing it for awhile, I have a couple of gripes though.

First, progression is depressingly linear. It's got an *okay* crafting system, but all the craftables are linear; from the armor, to the weapons, to the consumables. Even the enemies suffer from it. Farming and Mining are simply click button, collect stuff, no really deep mechanics at all.

Once you've got decent equipment, the game becomes far more focused on inventory management than survival. Open containers, grab stuff you need, run back to base for O2/Heat/Sleep, repeat until game is done. Food and drink are not even an issue anymore.

At the same time, you have to do it FAST, as enemies are constantly growing stronger and more numerous. I'm only at 42% infection evolution and with 3rd tier (out of 4) equipment it's getting to be a struggle just to kill things fast enough.

That being said, the game is still in Beta, so the mechanics are there if they want to shuffle things in. And the game does have its moments.
« Last Edit: April 05, 2016, 09:57:35 pm by Blaze »
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nenjin

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Re: Subterrain: Diablo 2 meets Cataclysm DDA meets Doom meets The Fugitive
« Reply #13 on: April 06, 2016, 12:21:18 am »

I kinda figured food and water would stop being an issue, what with teh futurz of nano-replication and 3d printing. Consumption rates seem balanced super low right now too, as it feels like a chocolate bar and a bottle of water lasts you the better part of a day if you keep your activity low. Or maybe that only affects fatigue, I dunno.

I think it's all pretty brilliant though. I was picturing something half this mechanical, as is the style of top down indie shooters these days. I found a lot of things confusing to start with though, maybe that's why I had that impression. Took me forever to locate Oxygen and Temp canisters, or to actually understand the difference between filters and canisters. This the kind of game you can waste a lot of time due to missing one crate in a dark corner somewhere, which I'm not a fan of since it is a time-based game.

The linearity of crafting is kinda disappointing but at least if it's metered well it provides enjoyable progression through the game. Not sure if that jives with what you're describing. Does gun modding pan out in an interesting way?

I spent most of the night it feels like just trying to figure out how to get ready to leave Central. There's a lot of moving parts they throw at you even though it's not all immediately relevant. Sort of like the tutorial ends too soon. You can figure it out but it felt a little frustrating for a while. Like I was trying to figure out how to recycle before realizing recycling is in engineering. Shit like that. I'm sort of reminded of that one game that literally half the game is figuring out how to power up your ship. This game seems kinda into that mindset, making all these process points part of game play.

Some things I'm not a fan of:

-Player animations. The whole "upper torso not moving and legs kicking" thing looks ridiculous.

-Melee seems finnicky, like you have to hit them with the point of your swing rather than any part of it.

-Enemies seem to pop out of nowhere sometimes.

-Lighting doesn't really seem to be an issue. I've run with my flashlight off so far.

-Controls are finnicky too. Sometimes my map click drag stops working for a minute. Sometimes my interaction key changes from press to open to hold to open, for no discernible reason. It's a beta, I guess.

-Some of the effects are a little cheesy looking.

All in all though I'm impressed and looking forward to really diving in this weekend.
« Last Edit: April 06, 2016, 12:24:32 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Blaze

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Re: Subterrain: Diablo 2 meets Cataclysm DDA meets Doom meets The Fugitive
« Reply #14 on: April 06, 2016, 12:32:45 am »

Gun modding is linear too, it's literally, core, barrel, and heatsink, and that's it. Aside from the three core types (SMG/Shotgun/Pistol), everything else is just an upgrade to the previous.
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