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The loot is quite plentiful even on the maximum difficulty level, but you're still limited given the size of your backpack; making choices is essential. The hand-to-hand and gunfights are satisfying. There's a good feeling. A nice surprise.
Sounds like these games aren't your cup of tea then.
(Pun not intended)
Exactly.
I still plan on maybe finishing the game at least once, but I don't plan on multiple playthroughs like the game seems to want you to do.
The game just tries to be like so many games that it just doesn't do any one thing that well. It's a good premise and wouldn't be opposed to them trying again in the same universe, but for this title they tried to be like everyone else that they didn't make their own mark on the genre.
I just hope the game gets better as it goes on.
Good
• Beautiful game
• Intruging story
• The option for mostly unguided quests and story progression
• Sound design is so far great. You can hear the sounds of the countryside all around you and almost feel the footsteps as you walk.
• An interesting take on a stamina system. The heart rate monitor instead of a stamina bar is a much more realistic expression of stamina.
• Lots of dialog freedom. Most NPC interactions offer you the choice of being decent to neutral to downright dastardly. You can even attack people instead of talking to them.
•Small point here but I LOVE how pressing reload with a loaded weapon plays an animation where we check the weapon for a bullet instead of it doing nothing. It's a cool design choice.
Bad
• Movement feels slow and sluggish. As if you are walking around with weights strapped to your arms and legs. It's less Dying Light and more Resident Evil 8. In such an open world I wish movement was a lot faster and felt much smoother. You jump down from even a small height and the character stumbles foreward as if they need a moment to regain their footing. This feeling may be because I have been spoiled by Dying Light 2's amazing movement freedom.
• Melee combat is virtually non existent. What I mean by that is that for Melee combat there is only the attack buttons. 1 for a light attack and 1 for heavy attack. That's it. There is no dodging mechanic, no blocking and no combos. So the entirely of melee combat is to spam the attack button as fast as you can until the person you are fighting dies, or you do. This might be a deliberate design choice as this game feels more geared towards stealth/ranged combat. Again this might be me recently playing Dying Light and being spoiled by its amazing melee combat. But that aside this games melee combat is not great at all. It is all button mashing with no strategy.
• There is no way to heal during gameplay. This feels like a really silly oversight. But every other game I have ever played has some way to heal your character during gameplay. But for some reason in Atomfall the only way to currently heal is to soft pause the game to open the inventory/backpack screen, then select the healing item from there. This really messes with the flow of gameplay and makes healing impossible during combat. I really don't understand this choice by the developers. If they wanted to make healing realistic then they could have had there be a short animation when the healing button is pressed that shows the character kneeling down, pulling out a first aid kit then opening it to use the items within. But it seems really silly to have to leave the game temporarily just to use one of the fundamental aspects of any gameplay, which is healing. Even Call of Duty: WW2 managed this perfectly. When they did away with the infinite health bar for First Aid kits it was a single button press to request a first aid kit from a squad mate and a single button press to use it.
•Inventory Space, or more specifically the lack thereof. For a game that appears to have a heavy focus on survival, crafting and bartering it was an insane decision by the developers to give us so little inventory space. You only have room for 4 large items, such as Shotguns or long melee weapons. This INCLUDES the weapons you have equipped. Everything else goes into the same pot too. Healing items from the good to the bad all take up the same single slot. I find myself constantly going back and forth to the stash machine when I need to barter for something. You are also very limited on the amount of crafting items you can carry. Up to a maximum of 20 of each, despite the fact that some items require multiple amounts of something to craft. This tiny inventory is frustrating and punishing. After only my second hour of play I was already leaving most loot behind simply because I had no room for it.
All that being said, this is only the second game EVER that I pre-ordered and even payed for the Early Access version. So based on the trailers I really liked it and I really want to like it and I want it to do well. I really hope as time goes on the developers listen to the feedback from the players and refine this into the amazing game that I hope it soon will be.
The game is great so far figuring out where to go (and why) without a glowing yellow arrow is refreshing. A few things I wish were a bit more robust but some of that is me getting used to the game mechanics.
Still undecided on the backpack size. It really forces you to stop loot-hoarding and rely on crafting on the fly.
i wasn't intending on completing the game already and i took it slow fr... 10hr on the save on playtime about 20hrs maybe? the melee feels heavy slow n clunky but can work well 1v1 groups are abit more to worry about, i think gathering at the acheivments * Complete under 5hrs* tells you how quick u can complete it with like 6 different endings. Feels like a MGS GZ. felt like a demo not sure how to feel lol. overall its a decent game but for the cost id pick up on sale maybe