So I've had my time with the beta client.
The game releases on PC in about a week. (They just announced another month's delay for consoles.)
You can probably guess what that means. TLDR: The game is going to have a variety of issues at release, and possibly have unfinished content. The PC release needs more time to cook and it's not going to get it, so expect a game that is getting fixed and completed post-launch.
All in all, I do like the game. It's an aRPG trying to do its own thing, trying stuff that's a little off the beaten path for aRPGs. It's slower paced, a little more tactical, and has uncommon elements like a cover system, and the game mechanics are fairly elaborate. Stylistically it's very nerdy in a way only a 40k game can be.
But it's not going to be pretty at release. Not at all.
There is so much to the game that as of the build they just gave us that either isn't finished or has bugs, that I don't see how they can address all of it in a week. Not unless they have some super magical, complete build they didn't deign to share.
Where to start.....
-We've got like 3/5ths of the campaign now. And of the new parts that weren't finished in the last build, we have the basics of the mission, a lot of written but unvoiced content and some bugs in the voice overs we did get. Some of the animations in previous campaign content actually managed to look worse. If this stuff wasn't done in the build they gave us, I can't see how it's going to suddenly be done in a week. As of this build, there are still cutscenes and animatics marked "WIP" or are clearly works in progress. I suspect they will simply pull the WIP tag from some of these cutscenes rather than improve on them further.
-Performance is great until it's not. The gameplay is smoother than the previous build overall, but now the jarring slowdown you experience between being in combat and not in combat is even more noticeable. I've got everything dialed up to 11 on my system, so maybe it'd play a little better with stuff turned down a bit. But right now there is still a noticeable drop in performance when you start exploding a whole room full of enemies.
-New graphical bugs were introduced in this beta build, that was delayed because "they got shaders and improvements that were worth waiting for." So right now some levels strobe, some doors display incorrectly, and my personal favorite, which I'm not sure is a bug or feature....some attacks in some levels literally blast the texture away to nothing. It's kind of disconcerting on the air or sea levels to completely destroy the visuals of the walk ways or islands and be running around on open air or sea. A lot of these problems seem to vary with people's graphic cards and drivers.
-Typos and poor grammar in much of the written word. This hurts me especially because this stuff should be incredibly easy to catch. Neocore isn't an English studio so I forgive some of the grammar. But it feels like two different people are writing this stuff sometimes, for the difference in quality and execution. When you see 85% of it written correctly and competently, it makes the other hastily written 15% that much more galling to read.
-So many game systems not quite finished. The crafting system has a lot of elements to it, from making gear, to optimizing the making of gear, to reforging items, to changing their appearance, to buffing up legendary items you've earned. Only about half of that appears to be working right now in the beta build. You craft gear and optimize the crafting process, and upgrade your legendaries. The rest I don't think is done, and if it is done by the PC release, probably is going to have issues.
-The Morality system (being a radical or puritan inquisitor) went in this build. And it's essentially two additional, small skill trees on top of the 14 they already have. But the tab for exploring the morality system remains locked, there are no icons for the perks you buy, no way to earn the points for it and I have seen no where in missions where you make choices that dictate your morality.
-So much locked game out there. The game map is designed like a 40k star map. There's planets where the missions take place. These planets are part of a system, which roughly organizes the challenge level of missions. Systems exist in subsectors, which further organize challenge levels. Multiple subsectors exist in a sector, which is the Caligari Sector in Martyr. So far, all of the content has been in one subsector of the game, the Tenebra subsector. It covers Challenge Levels from 1 to 1500, which is the cap that everyone has come up against. It ha 6 like systems with about 5 planets each. But that's like...1/10th of the proposed content. You can zoom the game map out to the sector level and see there are...8? more subsectors on the map. If each has 5 systems, and each system has 5 planets....that's a shit load of content that I can't even begin to believe is done. Or if it is done, is literally just copy/pasted gameplay from the previous areas.
-There are plenty of weird, wonky, broken things in the character system and with specific classes. For example, earning achievements unlocks perks for you to equip to your character, access to new skill trees to spend skill points on, attribute points to spend, and so on. It's a cool system I think, but there's many bugs right now where there are duplicate perks that are unlocked in various ways, some unlocks don't display as unlocked, a few seem to ignore their level restrictions....it can lead to a lot of confusion to see this nice big reward window saying you got something, and then being unable to find it or equip it.
-Many tooltips on abilities and such do not update correctly. And I'm talking, literally abilities and stuff on the same menu, where one ability will display its correctly modified cooldown time, for example, while the one next to it will not. In some instances, you can confirm that the thing is actually correctly modified when it game. But people have found many instances where they're not working, or correctly modified. Because there are SO MANY THINGS that might change abilities or cooldowns or damage output.....as a player you start looking askance at everything and wondering how much of it doesn't actually work.
-The way you equip usable abilities on your character is through the weapons you equip. Psykers are even more special in that they can either equip abilities flowing from weapons or their psychic powers. How many psychic powers you can equip vs. what abilities you get from items is based on a few different things, and the end result is kind of confusion where certain combinations leave you with fewer abilities or ability slots than you should get. For example, if I use the thing that turns my armor power in to a slot for a spell, and the equippable item that turns my utility slot in to another spell slot, and I choose to use a warp rod and a force sword in either hand.....I get one fewer spell slot than if I dual wielded two warp rods. Confusing? Yes. And more than likely buggy.
-Many balance points between weapon traits, or stuff purchased from your skill trees, remain. For example, there's two traits for armor penetration. The skill trait "Armor Penetration" ignores 100% of armor on an enemy. "Armor Breaking" ignores 50%. And on one of the Psyker skill trees, you can buy these traits and attach them directly to your pskyer powers. The first one you can buy is....armor pen. Followed immediately by armor breaking. That's just one obvious example of logical inconsistencies in progression/effectiveness.
-New crashes were introduced in the beta build that have made some mission types completely unplayable. "Fate" missions are randomly generated missions you have to spend in game currency to play. They tend to have better rewards and loot. And in this build, about half of people just crash as soon as they enter them or load them, losing them the currency and one of the more effective ways to level and get gear.
I'm sure there's more I've missed. While there was new, improved, touched up stuff in the beta build...this close to release it didn't do nearly enough to distract from how much is left to finish. This felt like the kind of build you'd get a couple months before release. Not a week or two.
Martyr is NOT a bad game in my opinion. It's just a game that has done too much, too fast and wracked up sizable technical debt because of it. Everything in the game that is more or less finished still needs that 10% polish. If that were the only thing Neocore had to do they'd be fine. But there are large swathes of unfinished WIP content. I really want to believe that content is just being held back from beta but then I see the caliber of what was released to us and don't have much hope. If it's done already it's probably buggy. If it's not done it's going to be rushed to completion and will be bare bones, and probably buggy. I don't doubt that with time Martyr will patch itself to where it needs to be. But for a game that sold itself strictly through its own website for several years, before making its way to Steam Early Access, and now apparently is going to limp to release.....that sucks. That's a lot of time and money invested to not really have a fully finished product ostensibly when you should. And it kind of makes me wonder if there isn't some element of 'the devs lost the hunger because they were already being paid' in this as well, as can happen when you start selling your game in its earliest stages.