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I wanted to see the later upgrades and new mechanics, honestly. Again - I've played the likes of Factorio and especially Satisfactory. Those games have a horrendously slow, clunky beginning but manage to blossom into something far more interesting later on. I knew ahead of time that Voidtrain wouldn't be one of those games, but the likes of the Gatherer's Station and the large Crusher made me hopeful that there would be some kind gameplay in designing a functional train. There really wasn't.
Let me put it this way - I could fit my entire train's contents within 3 platforms, not counting the engine. That's 3 platforms for the engine, one platform for the Crusher and Armoury 2, then 1.5 platforms for everything else and 0.5 platforms for storage. The rest of the train was empty space I haphazardly backfilled with a combination of Leemo beds and Gatherer's Stations.
The thing with Gatherer's Stations is that they don't replace fishing for materials. They're actually crafting stations which create resources out of nothing. As a result, I still have to do my own fishing. I was hoping for some way to automate more complex recipes, but that doesn't seem to exist. I was hoping for some more elaborate mechanics, like a train-wide power system, or some kind of larger modular room. Instead, we don't even have grid-snapping, or indeed snapping of any kind.
I compared Voidtrain to Subnautica, but Subnautica had substantially more complexity than this. It has modular buildings with the ability to create external walls, manually install doors and windows and snap machinery to predefined slots so it looks nice. It has functional plantlife and fish farming, including the generation of crafting components. It has multiple vehicles for exploring away from the Cyclops - the game's large mobile base. It has several types of power generation and power management. It has a resource detector which could be tuned to highlight only specific resources required. And more than that - it has a robust progression system which consistently opens new gameplay.
Obviously, Voidtrain isn't Subnautica. I just bring that up to say that I wasn't expecting Satisfactory on a train - awesome as that would be. Even comparing to other games of the genre, Voidtrain still feels incomplete. And yes, I know it's in Early Access. I'm comparing it to other Early Access games :)
It just boggles my mind why you'd host a game on a train that mostly sits stopped. Wouldn't you go out of your way to simulate a long journey as a primary priority before anything else?
Weird, almost sounds as if it would be a genre..
Maybe you should wipe that smudge off your nose and listen to the actual criticisms people have,e specially when they're going into detail as to why their opinions are what they are. You may learn something.
And worst: There was no significant additions in the 2 years since it was released on EGS.
New guns, new enemies, new locations, new mechanics. Granted, that depends on the quality of the shooter, but a lot of older "brown military shooters" receive criticisms along the same lines. But look at something like Half-Life - there's tremendous variety in the experience. Or look at Payday 2. Despite the mechanics being the same throughout, they layer together to add significant complexity.
I'm aware that this type of "Early Access Crafting Survival" game is almost a genre unto itself. I acknowledge this, and cited it as the source of the problem - "MineCraft's original sin". For MineCraft, it made sense since it was charting new ground. It's been over a decade since then. I really wish games would evolve from that original model. Some have, but they all get lumped into the same genre as each other, such that lessons learned from them can be ignored.
I would say that Voidtrain is what happens when you thoughtlessly clone another game without any vision of your own. Which I suspect you disagree with, because...
Yeah, pretty much. Like a lot of EACS games, Voidtrain suffers from a lack of coherency and substance. The core experience feels almost AI-generated - mechanics have been translated from other games, but seemingly without understanding of why those games had them or what purpose they were supposed to serve. There seems to have been little thought about how any of the game's mechanics connect to the core gimmick of the train.
Why do people like trains? For the engineering, for the history, for the sense of a long journey - at least as far as I can figure. Voidtrain features on none of these things. Precisely none of the game's mechanics have to do with the operations of the train. The Engine is fire-and-forget. You toggle it on, you toggle it off, you shove fuel into it. The story barely even acknowledges the train - it's too busy talking about lake gods and Nazi soldiers. There's no sense of journey because the paths between depots are incredibly short, the train is incredibly slow even at maximum speed and the player has far too much busywork to actually let the train run.
Most of the game's actual mechanics feel entirely disconnected from the train, besides needing floor space. It's like Raft, except you can only build in a straight line, and you can only build 12-16 tiles. Everything is manual so there's no benefit to having multiple copies of a machine and everything fits in a small portion of the train. Weight isn't a factor, space isn't a factor, ransportation is barely a factor. It's literally just a game of handcrafting the same objects over and over again.
This honestly feels like another Hardspace: Shipbreaker - a neat original idea which ultimately goes nowhere and keeps getting sidetracked by a superfluous story and unrelated side objectives.
Yes, but the first 20 minutes of Half-Life do not. 5 of those are spent just on the train to the Anomalous Materials lab and the rest is spent chatting with colleagues, suiting up and being let in through security to the Anti-mass Spectrometer chamber. Depending on how much one explores, the "real game" won't start until 30 minutes in.
For the next hour or so after that, Half-Life becomes a horror game, barely surviving a monster infestation while helping survivors to eventually make it out. Then it becomes a military shooter for a while at the start of Blast Pit, then it goes back to survival horror again before it becomes a better train game than Void Train during On a Rail. Then we go for Underwater exploration Crush Depth, then a corridor shooter with Questionable Ethics then back to a modern military shooter with Surface Tension. And that's just like 2/3 of the game.
Gabe Newall talked about the idea of "expansion and contraction of space", as well as adding gameplay variety. Valve understood that you can't trap the player in the same loop for hours on end, or else they'll tune out the game. It's important to vary up mechanics, settings and activities else it becomes tedious. Which they did.
VoidTrain fails to do so. The game never changes or evolves - not past the first couple of hours. Once the player has access to the Crusher, the game is effectively over, because nothing new of substance will unlock past that point. MK2 versions of nearly everything unlocks, requiring MK2 versions of fuels and crafting MK2 versions of items. However, these are all functionally the same, except with larger numbers and sometimes but not always different icons (Armour Plate 1 and 2, say).
Additional side activities do appear, but they're almost all combat-related. Combat in this game is not even remotely good, unfortunately, so these are more of a chore than a benefit. Witch Islands are the only exception, and they're honestly quite fun. Unfortunately, there exist three puzzle types which quickly become routine. Two of those three aren't even all that good, since they only involve finding a sequence to a scroll lock.
Prophecies are an interesting idea with the potential to affect the game in a significant way. However, their implementation makes them into glorified challenge settings with minuscule rewards. Me personally, I would have gone with a route map like The Last Stand game, where the player can choose their own route and their own destination for a different experience. That might have been interesting, but it's not what the developers went for.
There's a tremendous amount which could be done to vary up gameplay and evolve the experience over time. Automation of gathering/crafting and economies of scale. Larger structures which require a longer train. Links between structures which require logistics. Scanning equipment to alert to dangers and resources. Actual functional lighting (including a flashlight) and truly dark areas which require it. Wider/taller/multi-level train cars, with structures which require the extra space. I can go on.
My primary disappointment with Voidtrain is that the development team seem to be focusing on expanding the game out sideways with minigames and side activities, rather than extending the core gameplay loop.
Also, no more minigames or puzzles.
Expand core loop
And the gathering station so far seems like a waste of resources. Is it only supposed to produce scrap metal? Lucky for you that you are cute, Rofleemo.
The endless tech tree requiring the same (though lower amounts of) resource the item itself does doesn't help.
I just have the steam engine on non-fuel consuming speed while i hang in front of the train, with a brake lever next to me, fishing for resources. And stopping every time i see a coal lump or have enough to craft or research something.
And arriving at a station or outpost is worse because then there's fighting with the horrible, horrible fighting mechanics.
The game has potential, and i love the setting, but it isn't very fun yet. Is it supposed to be, though? Because i remember playing a very early development version of Sins of a Solar Empire, where the starting screen explicitly stated "This game is not supposed to be fun yet"
They produce wood, scrap metal and chemicals. Very rarely (as in, I've only ever seen one), they can produce Zinc. I've never seen them produce organics, ice, coal or gasoline chunks. More to the point, though - "Gathering" Stations" don't gather. They "produce" like you described it. To me, that's a really bad way of handling them because it doesn't simplify the player's gathering efforts and also don't really produce very fast.
The actually much worse aspect of Gathering Stations is that they create a really bad kind of optimisation. The player has nothing to do with the majority of the floorspace in their train. Crafting tables take up a very small amount of space and storage isn't needed in large quantities since resources come in very slowly from fishing and "compact" tremendously when processed. As such, optimal use of space is to cram in as many Leemo beds and Gathering Stations as possible, which makes for a very boring train.
I would personally prefer having a hard-cap of ONE gathering station for the entire train, which costs some kind of resource (say electricity) and can be made to work faster by being staffed by multiple Leemos. In general, I'd like to move away from individually-placed props and towards whole-platform structures with potential upgrades. Think old-school Theme Hospital. That would give us more use of cabin space without encouraging spamming the same room perpetually. Would also allow for interactions between objects in the room in ways which aren't possible now.
But I digress.
It's been out for a few years, so presumably it would be at the "fun" stage. Obviously I'm just guessing here, but I don't think the core gameplay loop issues are intentional. Rather, I strongly suspect that the developers started with the idea of "What if Raft, but actually Train?" and didn't really move past that point. They were so busy replicating a massively cut-down version of Raft that they never stopped to wonder if... well, if that's a good game to copy from.
But even assuming that it is, they don't seem to have stopped and wondered if all of these Early Access Crafting Survival mechanics are worth replicating. Did we really NEED a hunger meter? What does that accomplish? Just as a random example. Similarly, they don't seem to have considered what the genre is missing. Automation would have been nice to have. That way the player could focus on larger-scale logistical or cabin space concerns.
Unfortunately, what we ended up with is kind of a hollow game. There are a lot of side missions and minigames and distractions all surrounding an empty space where the core gameplay loop should be. The progression system is the only real driving force of the game, but it doesn't actually DO anything. Progressing through the levels doesn't change our experience, allow us to do new things or change the way we do old things. Not past the first hour or so. Most of it is just adding stats to our sheet and steps to our crafting.
Now, this may be a controversial opinion to put in the forum of an Early Access Crafting Survival game, but... I don't consider foraging and crafting to be all that compelling by themselves. There needs to be a compelling game around them.
But yes, the devs had a lot of time to provide juicy game mechanics and havent provided them. Pretty much a bright, red warning light.
Kind of apples to peaches there though with that comparison. Counter-Strike (and almost all multiplayer pvp games) offer changing gameplay through the addition of a key variable element, other real players. It may be the same map, same weapons, etc....but the players will play differently. The engagements will be different (for some reasonable amount of time).
So I find your comparison lacking a bit. As void train is PvE centric and the elements rarely vary from their given path in any meaningful way.