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Recommended
8.6 hrs last two weeks / 707.4 hrs on record (348.3 hrs at review time)
Posted: 8 May, 2023 @ 1:49am

Review written on the 1.0 version of the game:

exploit: as of 1.0 its still too easy to abuse outpost AI with husk eggs without re-precussions.
you can just grab most outpost npcs, and force feed them eggs. and then once the husk has been dealt with you can grab the corpse, drag it to your sub or secluded space of the outpost, and loot everything from it without anyone noticing (this includes the captains keycard of the outpost for example to get easy acess into secure steel cabinet, the contents of which are often of more value then the husk eggs you used to get it) not to mention that its too easy for a husk infection to completely take over a station, as the station has a single way to prevent it... a handful of guards, if those are infected then the station is pretty much screwed. and even when dealing with a single husk they arent too smart about it either, usually 2 or more guards gang up on a incapacated husk to fully kill it. this would be fine, except there is friendly fire enabled and they usually end up shanking each other instead of the husk... easy fix probably just make only 1 guard go melee and make the rest watch or disable friendly fire for outpost npcs. also medics have no way to diagnose husk infection and treat it... so these pretty dumb guards is the only thing standing between a husk take over... ofcorse a husk take over should still be possible but it shouldnt take just 1 guy becoming infected for the whole outpost to fall within 15 minutes. If things go terribly wrong.

What i take issue with: the bots aim with submarine guns is absolutely terrible, they arent able to lead their shots so unless a crawler is heading straight at them they will miss every single shot (this should change with weapons skills, but doesnt.) a 100 weapons skills guard bot will perform about the same as 20 weapons skills assistant bot both of them making short work of your ammunition stock piles whether you want them to or not. > devs mentioned for the next update for bots to be adressed so i am hoping for this to be fixed

the ending:I havent seen the original ending before 1.0 but i liked this ending, absolutely unique area that defies logic. Not to mention the boss. the one who sings or whatever xd.
i absolutely love newgame+ options, but perhaps in this game it could use some work. what about unlockable bonuses that you can unlock each time you reach the ending? for example a bonus for +20% skill gain that you can activate on your next new game? or how about a difficulty option? for example all enemies becoming armored and you need to shoot at weakspots even for crawlers to not waste ammo (ofcorse making all these bonuses/difficulty enhancers optional so that every player can tailor their own experience)


otherwise an amazing game, i enjoy both single player or coop. with a wonderful modding option. the price is a little out there, but if there is a sale i would perhaps recomend this game to anyone with a group of friends to try out.
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1 Comments
cursed spark 8 May, 2023 @ 2:12am 
regarding the outpost husk interaction, i think the game would benefit if it was completely overhauled, not just outpost x husk but outpost x anything

so if everyone becomes a husk by the time the player leaves, it should reflect and make the outpost change acordingly. perhaps becoming a post apocalypse-like with survivor pockets still holding out against the tireless hoardes of husks, encroaching giving a real consequence to your action or inaction by causing the infection or not helping out.

or giving you the option to kill everyone on the outpost and conquering it for your self or for your faction. > WHICH WOULD BE THE COOLEST THING EVER. turning into a city manager of sort with you able to upgrade the outpost and be able to reap the rewards.