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The only real problem I have with the game is that bosses refuse to show up when you actually want to go out to kill them. I wanted to fight the Nautilus so I went to the map he shows up in, searched every room I could and ran out of fuel. 3 times. On the 4th I found him but I was alread at half fuel and died. On the 5th I managed to find it early and finally killed it
I do agree a little about fuel consumption and collecting items. The demo shows the sub with three items in tow and lol I’m kinda bad about immediately docking the second I find something.
But idk, I don’t like Porgy as much as a lot of YouTubers out there, but it’s fun and not too difficult.
Also:
Does it waste fuel? I think I did a little test on one of my first runs, specifically to figure out if firing torpedoes uses up fuel, and as far as I could tell it didn't; Fuel seemed to get used up at the same rate whether I was firing no-stop or not at all. Could be wrong though; I may be mis-remembering what I tested, or may have just done a bad job of it.
Just double-checked and, nope, firing torpedoes do not use up fuel (at very least with Buster Torpedoes equipped). You can check easily enough; you only use fuel while moving, not while floating in place, so just leave the dock, stay still, and starting blasting; your fuel won't budge.
There is a little bit of subtlety to the torpedoes. Long story short; if you're finding yourself tapping them constantly to fire, you don't have to, you can hold the button and they'll auto-fire, and lock the direction you're firing in; that can make it easier to concentrate on moving, and help let you attack and retreat at the same time.
...Buut, on the flip side, if you've only been holding the button to auto-fire them, trying tapping instead. If you get the rhythm right (or cheat like me and use a controller with an auto-fire option), you can shoot them noticeably faster than you can holding the button. Obvious advantages there, if you can get the hang of it.
Your fuel constantly drains, so if you take too long to kill enemies "it wastes fuel".
As you get better at videogames, you'll realize that sometimes not having very much offense is more dangerous than it seems because it increases interaction time and makes it more likely to take chip damage. You may have heard of the saying "A good offense is the best defense." I hope that helps! Have a nice day.
Like I just tested and said, your fuel doesn't constantly drain. It's used up two ways; being hit, and moving (with the dodge using up more fuel, per distance covered, than standard movement).
(OK, first of all: what is it with people getting dickishly personal when they disagree with stuff like this? You can go "I disagree, here's why" without out-of-nowhere, completed ungrounded insinuations about a lack of overall ability on the part of the person you disagree with. You don't know me. Wind your neck in.)
These things are often a matter of tradeoffs. A lot depends on personal skill and in-the-moment circumstances. Standing and fighting with a subpar offense, and possibly taking a few hits, may in the long run waste less fuel than trying to run away and finding another route... especially if, in your panic, you just run into more enemies. And, yeah, sometimes the converse is true, with using your mobility in place of lacklustre offense being preferable.
The in-the-moment decisions of which to use, and the gradual improvement both in your own ability to make those decisions and to successfully follow through, as well as the occasional upgrades for your character that help you to do them and to give you more options on how to follow through on your fights or flights... That's gameplay, that is.
The torpedoes you start with might be the worst-feeling weapon I've ever used in a game. The range is horrible and they constantly just kind of miss for no reason. It makes the game feel so much harder than it should and I'm struggling to kill these first bosses because it's just so incredibly difficult to land shots on anything.
I want to enjoy this, but Jesus man.
The only missing feature, like with several other games, is a map. I think the compilation suffers from not using a 3rd button (select) for several games, a thing that would have been entirely possible for the era. It's possible and easy to make maps for cases like Barbuta, but it's a hassle for a case like Porgy. It also lacks a completion indicator per area, or something like that, but as the game goes on it becomes pretty clear what the final number of upgrades should be, just not clear at all where you should search for missing and hidden upgrades.
And Porgy isn't retro design at all. Scuba Dive on ZX Spectrum, which is extremely similar (Porgy is probably copied on it), THAT was retro design. Most of the games in UFO 50 actually have modern game design with no live counter, procedural elements, automatic saving, etc. but also some weird design choices.
No live counter, procedural elements, it was already done. The only functionnality that wasn't technically in reach was saving for most games, especially since most of the market was consoles, and much more automatic saving. It wasn't because of will but because of tech. A lot of situations would be met with similar reasons, due to data size available, another technical limitation. I mentionned that Porgy could have used a map, I take into account that it probably would have been possible for its category. But I also admit that it was often expected from players to use pen and paper to cover for what couldn't be included.
What you call "retro" now takes advantage of many things that weren't possible before, in animations, hitboxes, controls... And it's great, can't deny it, but it's not exactly the goal with this one. There are even games on UFO 50 that emulates pixel mis-alignment... The devs mentionned that they considered very carefully when to use something that was out of the expectable possibilities of these years, and likely kept it to a minimum.
I mean, some games in UFO 50 even have neutral pronouns for non-binary characters. Why not, but it's not exactly the 1980s there, they weren't looking for authenticity - Vainger has neutral pronouns for some reason, but denies us a dedicated button for gravity switch which would have smoothed out the gameplay a lot because 1980 (?), two buttons is just clunky and the only real flaw of the game. I adore Mini & Max and I'm happy I have bought the collection because of it, but it's modern game design (and it's fine), even though here too the two button limit hurts the gameplay with tons of double tapping and button combinations.
@ Anolise Happy to read it gets better, but it's so slow and irritating, and it's not the only game to start like this.
I agree that the limitations on controls are over-enforced, I said the same above yeah. But I wouldn't say the global result is not an authentic process, a careful reflexion, and that I never feel any genuine throwback. Nonetheless, since it's, at core, a sensation, I would say it's interesting criticism for the devs if you still want to make those comparisons, though I maintain some of them wouldn't be relevent. Actual full retrogames would be perhaps the most fitting comparison, and by that I mean games developped on the actual consoles but long after they're dead ; these games are very few but they provide an interesting comparison point because they obviously can't avoid any technical limitation even if they wanted to.
It's also funny that you put Volgarr on the list, in my opinion, it managed to be super obnoxious DESPITE using modern tools xD