American Arcadia

American Arcadia

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A few things to tweak if you can, devs. Please.
1) Remove the sign suggesting a controller. Frankly, the game plays better with mouse and keyboard given the amount of Angela puzzles that require clicking on multiple buttons on different parts of the screen over and over. There's a puzzle involving cars in a garage that is what made me switch to M&K and that was just better all the way
2) Game will not show my full resolution on 1440p unless I go into the game's exe Windows Properties and tell the app to control DPI scaling.
3) Cutscenes are too loud and lack a volume slider
4) Traversal/Shader Compilation Stutter is all over the game
5) Some sections are too trial and error and the Escape sequences are bit like the mandatory stealth tacked into games not built for it. As in, being seen is instadeath, your movement is nullified since enemies are always faster and bullets magically turn in the air get you, no escaping after being seen is kind of annoying, especially since being seen is about moving one inch too far out of cover or 1 second too fast which you will do since a lot the time you just want to get it over with and follow the story, and it feels like those sections become a test of patience. Honestly? The gameplay is just OK. We are here for the story. If the player is getting frustrated by having to redo a section and they get progressively more impatient, which leads to further game overs... just add a skip to next checkpoint.

To avoid the trial and error nature of some escapes, maybe have slow-mo kick in when the window to use Angela is about to be narrow, like, say, stopping the truck with the Bollards in the train station. I died 3 times before I realized I had to use the truck as a stepping stone instead of going left again because i had so little time to read the situation.

Its these little things that lead me to think it might be more fun to watch this game than play it, which is kinda bad for a game. Hope you can keep improving the game. Thanks!
Last edited by ffrasisti [ARG]; Nov 23, 2023 @ 9:10pm
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Showing 1-15 of 20 comments
Citizen10Bears Nov 24, 2023 @ 1:52am 
"stopping the truck with the Bollards in the train station. I died 3 times before I realized I had to use the truck"

I had similar feelings. I wish that the game would pause or something so that I can see what options I have available to me, even if it's just the first time I enter that particular puzzle. There are buttons and functions on the screen and sometimes I have just a second to read and interpret what's possible.
I don't actually mind the repeated dying, the game doesn't make me go back too far, but I do like to have the opportunity to plan my next steps.
eaglemmoomin Nov 24, 2023 @ 6:31pm 
yep what should be a brilliant game is wrecked by giving zero indicators of what to do while having a quick time event with zero indicator of what to do. Why the ♥♥♥♥ are game designers obsessed with quick time events. They are ♥♥♥♥ and frustrating if you give the player no clue of what they have to do.
ffrasisti [ARG] Nov 24, 2023 @ 10:14pm 
I think slowing down a few particular sequences would be good
Moxd Nov 26, 2023 @ 11:43pm 
I've had a few moments where a drone has come and zapped me even though I wasn't spotted AT ALL lol. Definitely agree with some kind of disruption mechanic for Angela + slowdown.
ffrasisti [ARG] Nov 27, 2023 @ 12:05am 
hope they read this
outbluegames  [developer] Dec 2, 2023 @ 2:51am 
Hey ffrasisti! Out of the Blue Games here. Points 2 and 3 of your feedback will be addressed in a patch coming next week. The other things you mentioned are really cool (but unfortunately they are not as easy to implement though :D), but we'll consider it.

Thanks for your constructive feedback and the positive review!
ffrasisti [ARG] Dec 2, 2023 @ 1:04pm 
:)
ffrasisti [ARG] Dec 3, 2023 @ 1:29am 
Originally posted by outbluegames:
Hey ffrasisti! Out of the Blue Games here. Points 2 and 3 of your feedback will be addressed in a patch coming next week. The other things you mentioned are really cool (but unfortunately they are not as easy to implement though :D), but we'll consider it.

Thanks for your constructive feedback and the positive review!
For the gameplay, having slightly more generous escape sequences and giving us some sort of pause to process what to do before split second moments, would go a long way. I dont know what can be done about the stutter, though.
swordinthesleeve Dec 3, 2023 @ 2:18pm 
*spoilers* Can I add a bug here? I'm currently stuck on that scripted scene near the end with the goggles where you have to push a button to make the stairs appear after seeing Gus. And for whatever reason, the button stand is a physical object that I can't move past. I've reloaded the game, the checkpoint, and even the scene more than once. And it still keeps happening. It's very frustrating. Still love the game, I just can't progress. I'll wait for a patch if necessary, but I should probably ask whether anyone maybe had a save file I could bum? Possibly completed, possibly right past the scene. I can just watch a playthrough to fill in the blanks.
swordinthesleeve Dec 3, 2023 @ 2:33pm 
Update. I fixed it. Sorta kinda. Not really. I just tried it on a different device. But it works now.
Escapist Dec 4, 2023 @ 11:06am 
Nah, the controller is perfect, leave the notice about it on. My only complaint was the English subtitles got a bit lazy near the end.
MikeOShay Dec 7, 2023 @ 12:02am 
Double-Nah, no way is this a controller game. I tried for about 2 minutes at that title screen's suggestion, and couldn't imagine playing long-term without Keys+Mouse. I'm not saying to switch it to suggesting the other control scheme, you could even replace the graphic to say "Supports gamepads!" but just don't suggest it as though it's better than PC controls.
Bjørn Dec 7, 2023 @ 6:58am 
Regarding controllers, I just finished chapter 6, and I've been a bit worried about the message in the beginning that suggests a controller since I started playing. So far so good, though, and everything has been going smoothly with mouse and keyboard.

I do have a controller (Dualsense), but mainly use it for flight- and truck simulators and such, and I've never been good at using it for first person games and such, so I'm happy the game is very playable without one! :steamthumbsup:

I can't picture myself being able to play with a controller, to be honest, with all the clicking on different spots that are needed in CCTV mode, and the first person segments.

Any particular reason a controller is recommended?

I guess I might still discover things in remainder of the game, though (not sure how long it is), but fingers crossed I won't have to use the controller anywhere.

Amazing game! :rufussmile::104:
sylviakotulla Dec 8, 2023 @ 6:09am 
Concerning controller: I started with controller, play most of it with the controller but: there are sections, where I turn to mouse/keyboard, as this is the right choice then. It works without any problems. And, I would suggest to leave it to the players, what they want to use and feel comfortable with.

As the author of this good review, I would love to have more than a second to read a situation, when I play as Trevor and die much too often, as a) he is made a slow runner anyway, then b) too little time to read situations, where a fast decision is necessary. And: even with utmost caution, one tiny step too far is instnat death - the chase scene in chapter 4 seems to never end, as you have to replay parts of it again and again.

Another point, nobody so far has mentioned: why is a pet a cat achievement not global, as you need do do that 3 times in various situations. In between these situations are chases, where you can and most will, fail, so (I was told so), even when you pet the cat as asked for, in the achievement, you won't get it, because it doesn't count. This is unfair. The game is great, but more or less, a game you play for the story, not for being an action hero
EnemyStarship Jan 18, 2024 @ 6:14am 
Some kind of indicator that 'highlights' objects you can interact with would be nice, but big +1 to the trial-and-error elements really getting in the way. Had a quite a number of times (the escape through the water treatment and the park being two big ones) where it wasn't fully clear the process to engage in - sometimes, like in the Hexagon, I stumbled upon solutions by (what felt like) dumb/blind luck, but others, I had NO clue that an object in the environment could be interacted with or that you were so close to a fail state (during the chase, the helicopter light seems to be out of the way, but if you step out... zapped). Additionally, some of the verbal instructions weren't clear: Angela yells to go over the van that stops, but that implies continuing in the direction you were travelling, which you can't do. There were a couple of other instances I noticed of this occurring, and they really annoyed me. Lastly, and I'll agree with someone who posted earlier that there seemed to be a number of errors in the subtitles... Y'all may not be native English speaks (the extensive Spanish in the credits suggests that you're not [no problem AT ALL with that...]), but maybe someone at the publisher or QA could've/should've picked up on the errors.

My overall thoughts on the game: I LOVED the art style (despite some stuttering/frame-y-ness, particularly in transitions between scenes) and the story, and thought the voice acting was really strong. The music was very good, and the controls themselves were perfectly fine - my biggest issue boils down to some of the things that you are asked to do (the hotel room/luggage machine being a good example). I borderline hated some sections, and almost didn't come back to it, but the strength of the art and story, as well as knowing it will be a subject during the GOTY podcast for the podcast/YouTube channel I'm a part of, compelled me to finish it. I'm glad I saw it through, but I feel like this narrative/concept may have worked better as a TV series?

Also, I had some achievements not unlock - the alarm clock one in particular didn't unlock for me, despite it playing out 'as it should'.
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