μuKnew
Is not my profile name. Really.   United States
 
 
'The point of war is not to die for your ancient, it's to make the other poor bastard die for theirs.'

I play the Dota 2s, Most often as Nyx, CM, and Razor

I play as a Good, Small Guns Expert/Scavanger in Fallout, Issac w/D6 in BoI:R, and fail miserably at FTL
:D
Rarest Achievement Showcase
Review Showcase
53 Hours played
Original review, about 1/3 of the way through the game:
I completed a level by skipping almost everything, mostly by accident. Literally 10/10, you can do anything.

Appended full review, following beating the campaign:

Intro:
There was a game on the original Xbox called "Metal Arms: Glitch in the System" that I played a ton back in the day, and one of my favorite things in that game was this gun where you could shoot some enemies, and basically take control of them. While the enemies in that game were mostly not that different from one-another, excepting weapons and one could fly iirc, I remember thinking that it was not only the coolest feature I'd seen in a video game, but so under-utilized that I could not understand why it was only really used in one level.

Pros:
Skip forward a decade or two, and this game comes out with a very similar concept to that one weapon. But it's a whole ass game. And beyond that, everything you "ctrl" has a completely separate playstyle, each of which feeds into what you can do with your own main character and other entities. One enemy type functions like a gatling turret, but instead of killing something, it "serializes" them; removing them from the game until you decide to add them back in somewhere. Another "enemy" allows you to have significantly easier times scouting areas, as you are not (immediately) shoot-on-sight, unlike your main body. It's weakness is that it is entirely unarmed, and has relatively low mobility. There's a few more in addition to those as well.

If the above don't sell you on the game, consider that in many ways, this is an action-puzzle game, and consider how many ways you could solve a puzzle with just those two aspects. The main character has like, 10 different abilities to unlock, each with at least two uses for different purposes, and you can pair those abilities, the ctrl'd enemies, and more traditional ideas like stacking boxes to achieve, as mentioned above, seemingly anything possible.

Cons:
That being said, there are things that this game does poorly. For example, the former half of the game is a slow start, and relatively linear on top, meaning that the first ~1-3 hours can be a bit of a slog. Though as you go on, you can DEFINITELY feel the acceleration of fun aspects, so it doesn't last forever. The latter half of the game has... let's call it a difficulty spike. There's other misc issues as well that kind of make it feel like a bit like different game to the former half. For example, the save points are either so frequent that it's suspicious, or seemingly absent where they feel they should be, or the number of safe zones dramatically decrease, to the point where there's practically none in some areas. It feels a bit like if you transplanted the Combine into a Portal game, with no other changes. It makes the end result neither Portal, nor Half Life, and it suffers somewhat as a result, since there's no clear direction to succeed (which feels more like options become equally un-viable, rather than become equally viable, a subtle but important difference).

The physics engine also has a habit of bugging out and necessitating a reload on occasion. For example, if holding something above your head, and attempting to jet pack upwards, you will often find yourself flying much more slowly, possibly making noise (not sure there, hard to know), and often not actually allowing you to get to the platform you are trying to reach. In addition, sometimes entities will get stuck, fly through walls (rarely), or accidentally clip through the floor. This can include mission-critical items if you are unlucky. On the positive side, the jank physics can be pretty funny sometimes, like randomly hearing an explosion across the map because a canister glitched out and caused a chain reaction somehow, or a secret mechanic you can do by grabbing something under you.

Conclusion:
While I can't hope to fully convey my experience so far with this game in just these few words, I can summarize. Long story short, this game is very deserving of the title of "flawed masterpiece". Where Ctrl Alt Ego does well, it is truly flawless. The enemy and player design pair so well off of one another to make interesting solutions to challenging puzzles that I really can't offer a reasonable way to improve that aspect, except to suggest to add more. The writing/story/humor/lore/etc is incredible, hands down the best I'd had from a video game in 2023. Its well thought out, and so much so that it's hard to predict the ending, even as you approach it. The character and level design just plain work, nothing else needed.

The only problem, really, is that it's so good that when you finally encounter the flaws, it's jarring. It's like going 200 down the autobahn, and suddenly you hit a pothole. And worse yet, the pothole somehow teleports you a mile back, and you can't help but hit it again. And again. It's just the one hole, you can't judge the whole road by it, but you also have to experience it to experience the road in full. Really, what kind of score does that deserve? It's a 10/10, except when it isn't? That's the issue I'm having with reviewing this game. Whatever score it deserves, I think it's worth playing. Heck, I'm going to replay it at least once in the near future to try out some things I didn't on the first playthrough. So, gamer, take that as you will. I recommend it, despite the flaws.

Feedback for the dev (possible spoilers):
This player suggests some polish on the "bad bugs" AI and player feedback to aggro; I did play on the second-highest difficulty, but there was a big jump in difficulty between the first half (pre-bad bug) and second half. The fact that it's nearly impossible to kill a bad bug without a dedicated counter, like an upgraded weapon or DAD, is rather hard to stomach when a build and playstyle is already well-founded by that point in the campaign. Add in that without cover, Abstract is required to shake their aggro, and the whole last level is designed as a big open space and a bunch of linear, narrow hallways... If Virtual is king of the first half, you'd be forgiven for expecting to rely on it in the second half, where it somehow becomes both a necessity for that playstyle and a massive Juice drain that disincentives playing out mistakes rather than reloading a save. Consequently, it sorta becomes a catch 22 where the only solution is to use it, but reload when something goes on, which is obviously not going to be fun. I would suggest some kind of sound queue and/or delay in reaction akin to DADs and MUMs for them, as otherwise, you have to dedicate a counter to them specifically.
Also, thanks for making this game. Despite the negatives I mentioned above, it's REALLY good, esp for an indie game of this scale. It was fun, and I'm going to play it again.
Comments
μuKnew May 23, 2016 @ 2:45pm 
This will probably be the last time I'm going to be on for a pretty long time. Keep it cool, people.
Schram[ID] Dec 30, 2014 @ 11:40am 
Hi cuz
Pathetic Wet Cat Aug 20, 2013 @ 2:18pm 
Have fun! Hopefully I see you soon.
burger Jul 31, 2013 @ 8:15pm 
+Rep nice fast trader! :medicon:
Pathetic Wet Cat May 12, 2013 @ 1:27am 
I think if i ever meet you in real life we'll go wrestle cyotes.