ATOM RPG

ATOM RPG

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Gregorovitch 2020 年 8 月 9 日 下午 1:45
My review and some additional feedback.
I pasted my review below for anyone interested, but I wanted to add a few points and observations here.

My biggest problems with Atom RPG are that in the second half of the game, once you are established, there is lack of tangible character development/equipment progress and you are still subject to relentless grinding to unload your loot and obtain decent supplies of ammunition, especially for your better weapons. Essentially I finished the game with mostly equipment I had already obtained half way through and was unable to improve on (I think I got one special combat vest and a couple of hedgehog helmets from Dead City, that's it)

Some examples:

I got my Vintorez fairly early mid-game from Roaring Forest. I am not aware of a better general purpose weapon in the game. Shortly afterwards I think I got to 200 pts in automatic weapons. Where to go from there?

Even earlier Fidel got a Skorion SMG from a drop. Because he only has 8AP (I got him +1 from the perk tree) this is the only SMG he can use that gives him two bursts per turn. I could find no better weapon for him the entire game.

In a game where inventory weight matters situationally useful equipment is next to worthless unless it's light as a feather. Classic example is the ant man's chitin armour because in 95%+ of encounters fire is not an issue and it is objectively worse than standard the top combat vest and helmet at stopping bullets. Another is the special rifle from the Valley of Woes bunker 'cos it doesn't have enough ammo. These are things you are never going to pack, they just gather dust. This sort of thing is relentlessly disappointing. You are only ever interested in things that are generally useful all the time and simply better full stop.

The perk character tree system suffers from an exponential slowdown in new perk arrival, it gets so slow that you have pretty much forgotten about it by mid-game when it takes four or five levels to get another pick. You get one good leaf perk early game from it and that's it, not enough points to get anything else decent. Again progress is stopped or slowed to snails pace.

I could labour this point, but in principle a cRPG player wants tangible and meaningful progress through to the end of the game. If you think about playing a wizard in Pathfinder Kingmaker for example you are looking at level 7, level 8, level 9 spells towards the end of the game and these are powerful and interesting new toys to play with. Also you get new feats at a steady, linear and predictable rate. This is what is missing in Atom RPG IMO. I understand that enemies in Atom RPG are also restricted/capped in power but that doesn't matter, give me stronger toys to play with please and I'll deal with the stronger enemies.

When I got back from Dead City after dealing with Institute, Woodpecker and Guvnor etc I had used up almost all the SP-6 AP ammo for my Vintorez. Checking my save files I see it took me 26 game days of mindless trekking back and forth between the Krasno gun shop and the Peregon caravan park to acquire a miserable 120 rounds of it, a measly 12 reloads (bear in mind I had no idea what I was going to face down in the final bunker, or even if it was the final bunker). God knows how many hours of playtime that represented, all I can say is felt like half a lifetime. To say I did not appreciate that is an understatement. Bestriding the wasteland like a colossus as I was at this point, I do not expect to have to grub around for ammo like this for hours.

Red Fighter base is disappointing and underwhelming. Aside from the aforementioned chitin armour after I'd collected a load of gunpowder and paper and scap to make bullets, what do I find? The dude that makes the bullets can't make any ammo worth having. No SP-6 or even SP-5. No 9mm AP. In fact no AP ammo at all, which is the only ammo you are interested in. WTF? Yeah, the base is great narratively speaking, but that's not enough. You want tangible meaningful benefit from it after all the effort and money you sunk into it and you get diddly squat.

Finally I was crestfallen to miss out on Dogmeat. Dogmeat, for heavens sake, next to Boo probably one of the most iconic animal companions in cRPG history. Looking it up later I realise now what happened. So you find this dude and his dog attacked by bandits and the dude is dead before you can do anything about it. You waste the bandits. You see a distraught dog standing over it's dead master.

So what do you do first?

1. loot the dead master, or
2. try to comfort the dog

Well the devs might think 1 is the obvious choice but I obviously live on a different planet. This nearly earned a -ve review on it's own from me.

This is my review [Recommended]:

"This is a qualified recommendation – it’s not a game for everybody. It’s a hard core indie cRPG with a strong survival element which many may find too long-winded, fiddlesome and annoying. But if you are a fan of classic cRPGs and perhaps the sort of player that turns on survival mode in Fallout 4 or Skyrim and then adds extra hard core realism mods on top of that to make them worth playing then I would recommend a look at this game.

The game is a loving homage to the original Fallout 1 & 2 games with a generous slice of STALKER lore on the side. It’s ruleset is more a less a straight copy of FO1/2. So is it’s combat system. The story itself and setting is different of course, but there are still similarities in the structure of the narrative, quest design and character design. And it is very open ended and open world. Just like in FO1/2 you can definitely play this game your way, go where you want and do what you want.

This is not to say that the game doesn’t have problems and questionable design decisions, more than it’s fair share of them in fact (I’ll detail some below), but despite that I have not been able to put this game down from start to finish and the reason for that I would describe like this: Atom RPG somehow contrives to be worth a lot more than the sum of it’s parts. With all it’s jagged edges and annoyances it has no right to be as compelling a game experience as it is. Nevertheless, it is.

These are some of the things some players may bounce off of. YMMV:

1. There are no big shops in the game that will buy your loot for a decent price and have enough money to pay for it. You have to slog around waiting to meet random caravans and calling in on countless small traders to unload your stuff in small parcels. This works well in the early-mid game (immersion) but later gets to feel tedious and excessively time consuming. Grinding basically.

2. There is a constant struggle to find ammo for your weapons in sufficient quantity. Nobody, not even the main gun shop, will have more than a few rounds of even the most basic ammo in stock. Worse is that in general the better the weapon the rarer it’s ammo. Again this works well early-mid game but starts to grate hard later on.

3. There are a lot of random encounters, in fact 75%+ of your loot and XP comes from these. They are zoned into “difficulty controlled areas” across the map but nevertheless you will hit plenty of encounters early-mid game, even if you’re careful, that you have little to no chance of surviving and will have to reload quite frequently.

4. There is no hotkey to give you all the names of the numerous NPCs kicking around locations. In fact until you actually speak to them you don’t even know their names. Talking to all these NPCs and finding them if they relate to a quest you’re given can be a serious chore. It takes ages and not all of them are interesting. Most cRPGs label all NPCs and you can differentiate important ones from flavour ones by having a name rather that just “citizen” or “guard”. This game doesn’t and that can feel like too much “realism” sometimes.

5. The game follows exactly the FO1&2 system whereby your companions are under (*cough*) AI control, not yours. There is a system of sorts that allows you to set general orders for them and some specific orders in battle but it’s very clunky and often annoying. I would much rather the game allowed me to control my party and was rebalanced accordingly. IMO this is a mistake. Even if it’s what Fallout 1&2 did not everything about those games was good, and this is a prime example IMHO.

6. This is a zero hand holding game. No quest map markers. Precious little instructions in the journal. Skyrim it is not. ‘Nuff said.

One might be forgiven for thinking a list of problems like that would spell the kiss of death for a game, but as I said above this game is worth a lot more than the sum of it’s parts. It’s a tough survival-centric hard core cRPG and if you’ve played and beaten games like Pathfinder Kingmaker, Wasteland 2 and of course the original Fallout games then for all it’s faults I recommend giving it serious consideration."
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目前顯示第 1-3 則留言,共 3
sorenthewild 2020 年 8 月 9 日 下午 2:14 
You do know that the ammo guy in Red Fighter, can make almost all ammo(no AP) in the game right?
whit 2020 年 8 月 9 日 下午 5:36 
引用自 sorenthewild
You do know that the ammo guy in Red Fighter, can make almost all ammo(no AP) in the game right?

lol - Did you even read his post?
Gregorovitch 2020 年 8 月 10 日 上午 5:15 
引用自 sorenthewild
You do know that the ammo guy in Red Fighter, can make almost all ammo(no AP) in the game right?

My ammo requirement for the back end of the game was basically:

9x39mm SP-6 (AP) for my Vintorez
9mm (AP) for Fidel's Skorpion
7.62x54R (AP) for Hex's AVS-36

As far as I could tell the dude could make none of these. As for bog standard tier 2 and tier 3 stuff he could make, I had no need of it because I already had a car boot full of hundreds if not thousands of rounds of the stuff.

So I got him to make a couple of batches just to see how it worked after wasting a load of time collecting materials from the scrapyard etc and then never troubled him again.
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張貼日期: 2020 年 8 月 9 日 下午 1:45
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