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and i don't think the inventory stays the way it is now. maybe, i don't know
but the saves are good the way they are. and there are maps already
From the dev regarding keys:
The devs do not want you to be able to time travel as you see fit., The save system will not be changed. They want your choices to have consequences. Not be able to save before you turn every corner. It has been brought up many times. This game is not for everyone and the devs know that.
Regarding controller support, they are working on it but it has not been implemented yet. They are also working on steam controller support. Some people have already got it working with various 3rd party controller schemes
The game could use a map, sure..but I'd prefer the map to be a found item that's only roughly sketched and not like a journal that fills in as you go. Just feels more natural that way. Maybe make it so once you've found a map, if you have a piece of charcoal or whatever, finding landmarks (maybe dragging and dropping said charcoal to the landmark akin to using a key on a door) would mark that on the map you've found, I.E if you come across an armoury, you'd mark its rough location on the map with a crude anvil...find a locked door, and you put a line between rooms to remind you it is locked/blocked off. I feel that this is only necessary if the game or Sui Generis is going to incorporate some kind of procedurally generated dungeons instead of set ones like Exanima, though.
The inventory system a wee bit cluttered, yes. I think there's a tiny box you can find on the first (perhaps second) level, right next to a key...either the key is inside the box or the box requires the key I can't remember, but I'm pretty sure you can drag that little box into your inventory and then store items inside it. It's been a while, can't rememebr for sure, it's possible it's been removed or dummied out, but yeah, lockboxes/sacks/keyrings would be a nice feature I'll admit. The inventory could use expanding, but only if a weight limit is added as well. Right now I feel the tiny cramped inventory works well with the hammerspace arsenal you can have.
It's a good feature, truly. Too many games have you capable of whipping out a potion and drinking it instantly even if you've got like 100 different potions in your backpack (like Skyrim) whereas Exanima, with its lack of pause and inventory clutter system, almost mimicks what it would be like to have to rummage through your backpack to find what you need in the heat of the moment...you have to appreciate that, right? Carrying less reduces stress, and all that.
The save system could do with some tweaking, I'll admit. Either multiple slots, or a dedicated slot for each potential difficulty I.E super hardcore, hardcore, and hardcore lite modes, having checkpoints, minimal checkpoints and no checkpoints at all sort of thing. Different strokes but, their stance is kinda well known and it's one of the major themes of the game, so don't go expecting too much. I don't want to see the game become a Dark Souls/Hotline Miami style thing that turns into you dying and popping straight back into the action...although I would like to see some kind of grave/remains system in play so that when you die, fair enough, next person comes along finds a bloodstain/skeletal remains/a grave marker, just for fun. Tad unrealistic, the grave marker, but it hammers home the permadeath thing. In the future, they could even add multiplayer support to see other peoples graves...but that's something else.
Quicksaving..I don't know. Maybe through the use of some kind of item, but even then, you're talking going into arcadey territory "insert coin" type gameplay. The game gets kind of jokey towards the end when you're plated in full metal and wielding a deathpole that keeps everything three meters aways at all times...imagine what will happen when crossbows and such get added...people would just quicksave, fire a bolt, and then reload if it doesn't score a headshot...assuming that's how they'd work (big, slow, nasty and powerful, you'll likely only get one shot off before dropping it and using a sword for the rest of the fight) it;d kinda work against it somewhat, right?
That's purely conjecture by the way I dunno, just thinking ahead. Memories of S.T.A.L.K.E.R being basically a Prince of Persia type thing in that you could quicksave and quickload at will very rapidly until you got pretty much "perfect omnipotent play" or something.
Seriously, having a design aspect that discourages a certain behaviour is quite normal. Most people don't want to manually manage their saves all the time. Not allowing quicksaves makes some of them play more carefully because they want to stay in the game. That's the experience the devs want to encourage.
Enabling quicksaves will seduce a lot of players and encourage a trial and error style of playing. That is an experience the devs do not want to build.
Your position of being annoyed by the extra work you have to invest to manage your saves is just a byproduct. Sucks to be you, but that's it. In this respect the games cleary works as the devs want it to work.