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-- In Cole's third journal entry, his name is spelled "Coal" at the top, just that once.
-- The coloring on subtitle names is extremely inconsistent. Many characters do not have colors, including some major characters (namely Hoppy in her VHS tape), and though all small toys in the Safe Haven (the ones labeled "Toy") have about the same amount of importance, only some of them have colored names. A lot of the colors in smaller characters are similar or are hard to differentiate, and none of the small toys' colors have anything to do with the toys they are (Bubba is peach, for example, and Hoppy is brown).
-- The sounds that trigger Yarnaby are extremely imbalanced. The sound of you sliding into a hiding spot will trigger him almost always, but using your GrabPack to flip switches, pick things up, and power panels, as well as switching power currents via buttons, swiping key cards, and slamming a large ramp into the ground fall on apparently literal deaf ears.
-- This bug mostly occurs when listening to VHS tapes, but the subtitles rarely match up with the audio. In characters, it happens most often with Doey, and the words he says don't match up with the animation of his mouth. It sort of reads like a bad dub. If in either case the subtitles get too far ahead of the audio, entire sections of audio skip in order to catch up.
-- The plugs in this game will fly out of your hand and glitch irreparably into the floor if you take them too far or turn any corners with them. You must reload the save to fix this problem. They also don't seem to like coming with you - you have to sort of "tease" them to get them to work. Grab them with your hand, retract the hand, walk a few feet away, then retract the hand again, and do so until the cord eventually extends. I had this bug while playing on several qualities and settings.
-- If you, like me, mistakenly try to use the swing bar over the Baba Chops Encounter Pit after already completing that fight, the game will make you do it again, but the elevator will be raised and you will have no way of getting out.
-- Unsure if this is a bug or a secret, but the "on felted feet" poem is different on the image of the poem from the actual words when you read it.
-- Not sure if this is a bug per se, but after redirecting the gas mixture and returning to see what happened, you see at least two pipes with the Red Smoke in them heading towards the Safe Haven - but the gas in them is red, not green.
-- The second time you visit the room with Doey's cutout to arrange the gears and open the door, the gears that are already moving will sometimes not collect. It will be impossible for you to move any gear other than the small one between the last two pegs.
-- If you die during the initial Doey chase, the game will reload you right at the end of the cutscene, but it doesn't allow you to have control and properly start running until Doey has already caught up with you, leading to a constant death loop only fixable by re-watching the entire cutscene. This bug has happened every single time I played this section, If you die after reaching the mining area, this bug occurs in the same fashion but starts after using the zip line.
-- Doey frequently loses sight of the player despite being right behind them. Ignoring the fact that his eyes are on top of his head at this point and the poor guy probably can't see, this causes Doey to lock onto the player and leap out of the ground no matter where they are. And I don't mean that he pops up nearby or in a place you didn't expect - I mean he explodes from underneath your feet and kills you out of nowhere.
-- The liquid nitrogen canister dispensers will make an alert noise during the fight whenever they reload a canister, but if you return to the dispenser, no canister is available.
-- Doey frequently gets stuck in the gaps under the swing bars if he's close enough behind you when you use them. There is no way to get him out unless you restart the fight.
-- Unsure if this is a bug or a feature, but when you freeze Doey solid, you can run straight through him like a ghost.
-- Sometimes approaching the exit door after the Doey fight too soon after it opens causes the red and blue hand panels to flicker on and off, which makes it really difficult to activate the final Doey cutscene. You have to time your hand shots exactly when the panel flickers on, and if you do it right, it will allow your hand to stick. The panels work properly after the cutscene.
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SUGGESTIONS
-- I think it would be a good idea to include how to put things down in the initial tutorial of the game. We used to be able to do this just by re-engaging the hand, but now we have to hold the buttons down. I found this out by accident a third of the way through.
-- We need to slow the sheep down, or at least make it so it can't insta-lock on you from the moment you take your first step. Baba Chops being at Mach 5 with thermal vision and heat-seeking vomit is a bit unfair, especially considering we're running around in the dark with one working arm. Also, in reference to the Baba Chops Encounter bug above, I suggest maybe allowing the elevator to come back down after a time or making the swing bar a one-time use (maybe pull it into the ceiling?)
-- Almost none of the swing bars in this chapter allow you to pull yourself up as well as swing on them, which made areas like the Doey fight and the post-Secondary-Labs area a little frustrating after falling. If not all bars can be made to allow both actions, maybe it could be differentiated via using different colors.
That hasnt happened and this is my 3rd run