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For me maps, combats, items are the core of the game and pretty good. Character level up is ok but nothing noteworthy. Adventure level is a bit simple but works fine enough. Yes achievements aren't good, but not that bad for me.
I didn't find the game repetitive but I never played it with adventures replay in a run, or a bit at first play and once or twice for replays when forced. A key point for diversity for replays is vary adventurers used.
For me the attempt of Diablo like and collecting stuff is an error, such approach needs a lot more contents. The game works anyway but not by playing it this way.
For the difficulty I won't comment because I didn't played the last version and not yet the new Hardcore mode.
Try forming a group with characters you normally would not consider. If you really want to mix it up, try recruiting a dog in hardcore before rescuing Morten. It's tough, but it's totally doable.
The toughest challenge in this game by far is hardcore mode with no knives. On default settings it's ridiculously difficult. Enemies with armor in early game hardcore are just way too hard to deal with if you don't have a knife or dog to pierce through. You really have to be creative and lean in to abilities like sucker punch, shredding shot, and meltdown.
I do wish we could opt for less than three characters to start. One of my really early ideas for difficulty was an option like this, but I was thinking more with a focus on your squad size affecting the way in which the game played out and the events you were given. It feels objectively better to have a full party right now, but I'm intrigued by the idea of making a small squad a legitimate approach.
For me the difficulty on Hardcore was challenging at first, only because I ran out of fuel and had to heal while traversing the map. Somewhere around the second map I got enough fuel, and then it was easy all the way to the end
EDIT: For the quote, what characters?
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For the third person, either Georgette for double sniper or Annabelle for double pistol.
Eventually adventurers have been rebalanced but before late adventurers was better. I remind (not sure) that Pistol was using more ammo. But eventually it's another weapon using quite more ammo than other weapons and I don't remind well.
To come back on difficulty, the game is what it is, the level of complexity isn't high, hence the learning curve isn't very long and reach some master level not that long. On this base increase even more the difficulty is easy said but hardly done.
Difficulty is a complex topic, should most run at max difficulty fail to feel right for max difficulty? Can a fail cause be cumulated bad luck? Is it required that some adventurers die in most run to make feel max difficulty right? And so on.
Turn Based difficulty is specific, once you master a game, it can look easy no matter how if RNG isn't involved or if it's complex enough to generate many decision error leading to a lost. Difficulty can't be grind a lot to manage it for example, not in this specific game.
I started out with Geogette, Baron and Rose, 2 snipers, 1 pistolier, I wanted to go for many interesting skills for achievements regarding event options, I guessed those were alright for that. Also, I had only played through the game once, and this was my first hardcore run, and those characters seemed pretty good compared to the others. Later I found Leonora and added her.
You are kinda right, yet there are some games that really manages to be difficult in a good way, for example "Into the Breach" or (I know this game is a bit different though) FTL. Those games may seem impossible for a noob/new player at the hardest difficulties at some runs, for whatever reason, maybe it looks like you get a bad start or bad RNG. But when you master those games you can always win no matter how grim things look. It's hard, but in a very good way.