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That's not what you do with the Foundation.
if Outer Wilds is a 9.5 this is like a 5.
I have no interest in figuring out any other secrets in this game cause the story of the family isn't interesting.
Blue Prince fails on each of these merits. Its premise - of exploring a shifting and changing house without combat - is sound enough, but the broader elements, even those 'unlocked with knowledge', are too reliant on RNG to function. Even the most basic ones require specific room combinations some players might not even see. It is possible, though unlikely, for a new player, to *draw nothing but dead ends* from the entrance hall, leading to a comical t- shaped four room house that is as disappointing as the game itself.
(literally, I've seen someone whose first run was: guest bedroom, closet, and storeroom.)
Cultist Simulator will always have similar actions getting you similar results. Ignorance can be dangerous but exploration is always possible. THe only elements of randomness take ages to actually harm you - and often benefit you anyway. Learning how aspects function and how to better shift the odds is a permanent benefit and almost always works every run.
Outer Wilds speaks for itself.
Void Stranger is a game about learning the rules of a world you don't belong in and how to manipulate them, getting faster and more skilled in your navigation of that world each time.
Blue Prince is about hoping to God that you manage to get x room for y synergy in z rank with g item and h item so you can... get a few extra keys and a hint to step 1 of a puzzle you solved three runs ago and has already become a slow and tedious annoyance, then drafting one bad room and watching the run fall apart like sand in your hands. It's about making a major discovery... that leads to *another* random benefit that probably won't help you and might even hinder you. It's about getting a synergy for x color of room and never ever drafting it, even with chance bonuses, or drafting that color only with dead ends or bad corners. It's about how a whole genre of room only exists to hurt you, to the point where one notable synergy is about deleting those harms... and then one expensive boon REQUIRING you draft them, for MINUSCULE benefit, AT THE COST OF THE ROOM THAT REMOVES THOSE HARMS!
It's about knowing a solution and needing a golden ticket to implement it.
In short: It starts promising, then falls on its face and wants you to praise it for the speed at which its face cracked into the ♥♥♥♥♥♥♥ pavement. It's an insult. I know about the insulting "rng manipulation" elements. I KNOW about the 'knowledge checks'. They are ♥♥♥♥♥♥♥♥, they are useless, and spending day after day after day wishing and hoping for the game to HAND ME A RUN as I grow more and more tired of each and every step getting more tedious with repetition is, again, an insult.
I can only hope the dev sees these arguments not as 'proof of his design' but as a DESPERATE need to get back to the drawing board. There's gold here, in its way, but it needs so much work and so much change that it might not resemble itself in the end.
And I was hyped for the game. I like puzzle games, I like roguelites, and I avoided playing the demo because I wanted to go in clean.
It's one of the first things I found but I assumed it was for later in the game and haven't seen anything I can link back to it.
It is not for late game. You can open it day 1 and I can tell you exactly how, not the code, the intended way to get that code.
i mean the basement has a power duct in it so it seemed plausible
too bad testing that theory took like 4 hours
Everyone complaining about the RNG? That's a feature. Not a bug. It's what sets it apart from the other games you've mentioned. There are MORE than enough features introduced to you that you can use to avoid or exploit it. This is a puzzle game AND a strategy game. Items, upgrades, rooms, powers. Things that seem useless on a first run will be essential on a second. And the game drops multiple hints for multiple different aspects so someone who missed the first or is struggling will come along and discover it and welcome i even though you dismissed it. This isn't a one clue fits one puzzle game. There are often multiple solutions and multiple pathways. Someone might find clues in the mailroom that others found in the classroom. Does it need some fine tuning? Definitely. But all of y'all complaining about randomness and somehow "wasted runs" need to learn some bloody patience. This isn't a sprint. It's a stroll. Read everything. Write down everything. Slow the F down. Or go and do a bloody sudoku if you're so in need of a quick fix.
It's not.
YOu can dress it up that way, but rolling dice thirty times until you get triple sixes isn't exactly my idea of thrilling, scintillating strategy.
at some point you're going to be stuck on a puzzle because of RNG, imagine if you played Outer Wilds and wanted to start the ending sequence but each run has a 1/10 chance to not spawn your ship so you're stuck twiddling your thumbs on the first planet where there's nothing interesting left to explore and you just restart the day over and over until it actually spawns, it took me that many runs to get a Bunker room in the outhouse after realizing how to do the puzzle there.
I'm assuming the orchard combo was on one of the pictures in the dark room, which required RNG to get. But to get it I needed the magnifying glass. But I needed the game to actually RNG me a way to get the magnifying glass. Then if the game RNGed me both the MG and the dark room, then I needed the game to RNG me the breaker room or the shelter outside so that I can actually interact with the things into the dark room. Such an Amazing game!
Now imagine if this game wasn't a rogue-like and I could ♥♥♥♥♥♥♥ discover these things on a static map and enjoy myself.