This is actually a surprisingly good game. Unfortunately the difficulty curve is pretty bad. Once you've got the gadgets available in the store, the game kinda becomes a cakewalk.
For some reason this game crashes instantly as soon as i start it
Tried a few of the fixes in the steam forum but they didn’t work : (
[QUOTE=Hogie bear;52743625]This is actually a surprisingly good game. Unfortunately the difficulty curve is pretty bad. Once you've got the gadgets available in the store, the game kinda becomes a cakewalk.[/QUOTE]
There's also no repercussions for failing a mission, so you can just generate random hard levels till you get one that's not very hard.
[QUOTE=Hogie bear;52743625]This is actually a surprisingly good game. Unfortunately the difficulty curve is pretty bad. Once you've got the gadgets available in the store, the game kinda becomes a cakewalk.[/QUOTE]
Literally my only complaint about the game is it's too damn easy.
Absolutely love it to death, though. The little twist at the very end was a rather nice surprise. Didn't really expect the game to be nuanced enough to do something like that.
I'm perfectly fine with the game being too easy, I don't need nor want a game beating my ass at every turn, especially once I'm well built and geared. At a certain point I want it to become a powertrip. If a game makes me go, "Fuck, do I even want to take this mission? It'll probably kill me, I'll lose all the stuff I've got, and have to start over." then my choice is going to be, "I'm not going to do it." If every turn is going to be stressful and frustrating, why am I going to play it? That isn't fun. That's the makings of a heart attack.
The game does enough to incentivize not just using a character constantly by making their ability to generate liberation fall off rapidly, to the point I had a character who was getting only 1-2% and even Ghost Audacious missions were contributing an imperceptible blip to the bar. So I had to choose to play with a different character just for the sake of continuing to progress through liberation. And then that character started to fall off so I again chose to play with another character so keep it going. The game didn't become so hard I couldn't do anything, it just made it more worthwhile to play with a less built character.
[QUOTE=Doctor Zedacon;52744544]I'm perfectly fine with the game being too easy, I don't need nor want a game beating my ass at every turn, especially once I'm well built and geared. At a certain point I want it to become a powertrip. If a game makes me go, "Fuck, do I even want to take this mission? It'll probably kill me, I'll lose all the stuff I've got, and have to start over." then my choice is going to be, "I'm not going to do it." If every turn is going to be stressful and frustrating, why am I going to play it? That isn't fun. That's the makings of a heart attack.
The game does enough to incentivize not just using a character constantly by making their ability to generate liberation fall off rapidly, to the point I had a character who was getting only 1-2% and even Ghost Audacious missions were contributing an imperceptible blip to the bar. So I had to choose to play with a different character just for the sake of continuing to progress through liberation. And then that character started to fall off so I again chose to play with another character so keep it going. The game didn't become so hard I couldn't do anything, it just made it more worthwhile to play with a less built character.[/QUOTE]
Except I was able to ace Audacious-tier missions with brand-new characters starting with nothing but a Shortblade and a Key Cloner without getting tossed out the airlock once, without buying a single item beforehand.
Once I got the 40 necessary to buy an Armor-Piercing Longblade, and the ~30 to buy a Rechargeable High-Capacity Extreme Range Crashbeam, even Mistake-tier missions with armored and shielded guys became trivial.
The only missions that really presented a challenge to me were Mistake-tier Ghost missions, but that was mostly because I enjoy incapacitating everyone too much to exercise the patience involved in Ghosting. And even then, most of the difficulty of Ghost becomes moot when you have an Extreme-Range Sidewinder, a High-Capacity Stealth Shield, and either a High-Capacity Subverter (can hack doors open) or an Extreme-Range Key Cloner.
And for the record, I would do a character's Personal Mission (or just set them back at the bar if I didn't have the equipment necessary) as soon as they began to generate less than 100% Liberation. I think I retired 6 characters in my first playthrough.
Again, I absolutely love the game to death, and I understand your interest in the difficulty curve.
I would just personally like a higher difficulty option. I have absolutely no idea how the difficulty would be employed, though, other than some extreme changes to the AI (such as quicker time to alerting, patrolling in groups, and not having everyone peel off to the same room one by one if a patroller is incapacitated) and making weapons take longer to reuse.
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