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To Gandalf, they explain it early on that the citizens used to be regular people but they spent so much time in the nebula gases that they began to mutate.
They aren't that scary on harder difficulties either, and, honestly the game feels very...un-replayable, there's no big enemy variety, no bosses unless I missed something, and, is very short, it honestly would be a better game if it wasn't roguelike, it feels like it didn't want to be one, there's like, no real reason to replay other than for challenge, which, the challenge being, run fast, pick stuff, escape, which is really easy.
If it was a linear game, with better encounter design, and heck even a few challenging bosses or sections it'd be honestly way better. I was really happy with it when I bought and finished it in about 8 hours on hard mode, and when it ended I went like ''what?'' cause, it was really short and, it really dosen't offer anything new on harder difficulties other than the spoon thingie. It's barebones as a roguelike, and the narrative suffers from the roguelike nature of it too, so no one really wins.
The art style is pretty great tho', and i love everything about it, so i don't feel bad for buying it, just, it's a 6 out of 10 game for me. I really wish it was more, i'm super into the art style, but the gameplay is borderline forgettable.
Sadly, I fear you're right there. There could be so much more done in this type of space piracy/looting game, but it would be a major overhaul. Maybe modders can do something.
System Shock 2, this is not.
I mean, I didn't want system shock 2, there's an unique thing here with the humor and stuff, again if it was linear and more focused rather than what it is, It'd be something better imo. But also, I know this probably didn't have the biggest budget ever, for what it is, it was fun, but it did make me want more.
I do wish there was more interesting things going on in encounters though. Asteroids causing ship disruption, screen shaking, making holes in windows to drain oxygen faster. Sections of ship becoming inaccessible due to breaking a door, or being blown off entirely due to some catastrophic event. Enemies in the ventilation that you frequently see blown open. Enemies that can use the crawl space.
There is so much room for expansion and I hope Blue Manchu gives this game the love and attention moving forward that they did with Card Hunter (Maybe even coop?). My excitement and fun playing got lower for each hour I played it. I don't regret it at all but it's the opposite of what I would hope for, where the game pulls you in more the more you play.
I agree with the OP, but I don't think it would take much of an overhaul to give the environment more depth. All of the elements are there, there's just no information. There's a ton of things they could do without changing much:
- Add a description to every item, weapon, ship type, and room type in the menu, a la Risk of Rain.
- Add some tapes, a la Bioshock. You can listen to them on the ship if you have time, or listen to them on the Stev.
- Massively increase the number of voice lines on each monster so that they are both louder and eerily educational. Same for the intercom messages.
- Add some scripted cutscenes or special events that appear at certain intervals or in specific places that you're guaranteed to see, a la Path of Exile (Atlas, specifically). Many of the Action Item ships don't change over different playthroughs.
The world doesn't need heroes and villains, that's a copout. it just needs to be more interesting to discover. Just look at what the game has in it. There's set item locations, there's space whales and ship-eaters, an all-female pirate force, and there's crazy mutants and severed heads that can still talk perfect English. Even ignoring the Nebula macguffin, there's so many people in packets that they form a solid ring around some planet (that's a LOT of people!), almost everything is run by robots, and people are getting desiccated for doing next to nothing.
Obviously, there's a lot that can be done with all that, and they don't need to drop the rogue aspect to do it.
Because I kinda agree that once you beat it, nothing really draws you back aside from completionism.
You're killing them because they're attacking you/in your way as you try and get things that are necessary to rebuild the Void Ark, which is quite literally the only option you have that doesn't involve dying.
It has a System Shock vibe in that it's innocent people warped into strange creatures that attack you in a sci-fi environment, not because it somehow plays like System Shock or invokes the same emotions while fighting enemies as System Shock. It's just thematic stuff.
This is not a game for overthinking the plot. It's pretty straightforward, and so are the reasons your enemies exist and attack you. They didn't put a hat on a blob shouting about how he's not a cat to emulate System Shock's hard-hitting story and lore.
------------------------------------------------I have to agree with this---------------
- Add some tapes, a la Bioshock. You can listen to them on the ship if you have time, or listen to them on the Stev.
- Massively increase the number of voice lines on each monster so that they are both louder and eerily educational. Same for the intercom messages.
- Add some scripted cutscenes or special events that appear at certain intervals or in specific places that you're guaranteed to see, a la Path of Exile (Atlas, specifically). Many of the Action Item ships don't change over different playthroughs.
---------------------------------------------And I would suggest even more-------------
More events in the game, and more possibilities:
>be able to raid pirate ships for best loot
>explore your own stev ship and have events there... like (your ship is getting invaded by whatever)
>neutral strong enemies like the big daddies from bioshock
>randomized bosses for gud loot (I know there is a mechanic similar to bosses, but I'm talking about unique bosses, not a standard enemy but stronger)
>be possible to follow a diferent objective and do not return to the main base.. since you are a prisioner makes sense not wanting to return. (the actual ending is funny but its somewhat predictable, would be neat to be able to diverge from the current objective)
And finally I guess everyone agree that we need more enemies
Not only more nebula mutated people, but I think we need nebula beasts, things that live there naturaly to invade your own ship or follow you like the pirates when you are traveling.
As to the OP, I dunno about you, but I have plenty of cause to fear screws. And letting patients get close to me. And not being stealthy about taking out zeks. I fear those two so much, I take radiation spiker to every mission with them. I fear security features so much I take the zapper to every single mission that doesn't have security features subverted or disabled.
Enemies in this game are obstacles. You're not meant to "hate" them, you're supposed to avoid them whenever you can, they cost resources (ammo at least and probably some health) to engage. Unfortunately I've found most of them particularly difficult to avoid (and so they don't surprise me later), so I usually do throw ammo into them and try to minimize the loss of resources.
What bothers me isn't that it happened to these people, but that it *hasn't* happened to the Clients or Pirates.
I'm also bothered by fires being on ships (and they're clearly O2-based fires, since asbestos protects you from them), but not being able to breathe on them.
Imagine if Binding of Isaac stayed on the first version of the game, stuck on Newgrounds. That's what Void Bastards feels like.