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The PC port is a bit janky but it works okay. Get ready for a dull as dishwater protagonist, same-y enemies painted the same shade of housing commission green, a couple of batshit cutscenes, and some longarse bossfights against ridiculous giant robots.
A unique-ish mechanic this game has is squadmate trust. In the PS3 version, apparently you could mic up and bark orders at your NPC squadmates, and good directions earned trust, while stuff like 'accidentally' shooting them in the head with friendly fire lost trust. I think this is all replicated with keyboard commands on the PC version, can't remember. It sounds nice in theory but makes little difference to the game, though apparently has an effect on squadmate effectiveness and a tiny influence on story events.
The story is sorta interesting. Absolutely bonkers, but sorta interesting. It's worth a look.
Ironically, I'd just bought a mic, but I didn't want to be barking orders on it. Curious how detailed orders can go, as I'm limited with the button press. I'm not yet hooked. So far it's wave after wave of robots coming at me.
If you mean a port seemingly produced by people who have never used a keyboard and mouse before, then yes. It's not Dark Souls PC port level of terrible, but it has some questionable features.
I'm still on the first chapter, but I find it interesting that right from the get-go, the game takes aim at isolationist and nationalist sentiment in Japan. It seems like the game wears its politics on its sleeve, but maybe there are some twists and turns coming that will make me reconsider that observation.
I haven't gotten too far (a bit where you have to sneak through a mysteriously dangling freight container to escape robots), but I didn't get as much out of the story as even what you said. My take on the 15-second initial cut scene was: "It is the future. We just found out Japan might be making bad robots. Prepare to drop in 5... 4... 3..."
I sincerely apologise to you all for nominating Binary Domain for Game Revue 52.
I leave you with my one screenshot:
http://steamcommunity.com/sharedfiles/filedetails/?id=1123550829
EDIT: Though I'll stick around for any discussion because it's got a sorta interesting story.
The fight consists of a hover drone with four engines that need to be destroyed in order to bring it down. The drone releases smaller hover drones and a few ground drones as well. It also periodically fires a burst of missiles. You're given a homing rocket launcher to take it down. Simple enough, right? But the way it interacts with the level design and the game's mechanics make for a frustrating slog of a fight.
Problems:
So to recap, you're thrust into a boss fight where damage is nearly unavoidable and ruins the flow of the game, and the weapon you're given makes it even harder to avoid damage while being difficult to use, because you're constantly dropping it.
Look, I'm no game designer. But the fact that I can point out so many glaring problems with this fight means there are at least a dozen smaller ones I haven't identified. Good boss fights are designed around the game's mechanics, not against them. If this fight had given the main drone a weapon that didn't cause knockback damage, then it would go a long way to working in concert with the game's mechanics.