3 people found this review helpful
Recommended
0.0 hrs last two weeks / 40.1 hrs on record (23.0 hrs at review time)
Posted: 28 Jun, 2019 @ 1:12pm
Updated: 28 Jun, 2019 @ 1:29pm

My GOTY 2019.

ATOM RPG in English, is an unique but familiar feeling to tactical combat RPG gameplay and the fallout-esque universe, it has its nuances combined as a mutant of gaming culture, dialogue choices, survival and scavenging tactics with a pinch of meta-gaming references to hook you into their many available sidequests, rivaling your first experience in Skyrim. However the experience itself may be bumpy due to the game lacking an introduction to many of its features that you may glance over in ignorance, although you're playing it for the first time in familiar grounds. Their translation is a little off at times, even after the English patch update, but thus far, none of it had ruined a choice in gameplay.

The flaws:

In combat you control your own character directly but have to give weapons for your companions and then indirectly guide their AI via holding down the omnipotent right click into a radial menu. And this interface of interaction with right-click radial-menu is involved in many other applications of things, like cars, inventory objects, containers, and other NPCs which you can pickpocket or inspect. This entire interaction system isn't explained at all to how many other interactive objects you can use this with, although this is a great feature, the radial-menu may elude you at first. Lockpicking does not require lockpicks, and stealth is passive for instance, holding down Alt will show you the highlights of lootable objects, etc., Are some of the most useful *hidden* features due to this flaw.

Although RPG players expected pure freedom of character generation in a field of numbers and stats, this game has some restrictions to how low some numbers may go and how high they can go. For instance, I tried to create a dumb combat savant, intelligence 1, strength 11, endurance 11, dex 11. This result ends up spitting back out a paraphrase of "ATOM wouldn't hire dumb agents". The lowest I could go was 3 int to initiate this character into the world.
Numbers going higher will also be capped at 11, is something you wouldn't know. Having an object/buff that increases a primary stat only to realize it actually doesn't do anything because your capacity for this number is 11, is something bad to find out in later games due to things costing money.

The flawless:

AI being actually good. To the combat of companions and directing them, you're controlling their AI, not controlling them directly. And from this, you can tell them to be a coward in combat, stay away from you, follow you, or flee directly and not engage at all. You can also tell them to handle friendly-fire risk-free or greenlight their inner ♥♥♥♥ Cheney and use explosives near your team if a bee is near your location and then spray and pray 50 rounds just to make sure they're down because they felt their life is in danger. And those choices work as you would expect in combat.

Being dumb doesn't hurt gameplay, but just changes it for dumb people. Everyone wants to be IQ200 in these games but being dumb allowed my action hero to employ rabbit foots and such bobbles to beef up my stats.

The free-rotating camera, when installed with the "Free camera" mod. You can rotate your camera Any degrees, any where. And this makes it a true masterpiece in providing you the tactical freedom to get up close and inspect the enemies weapons, because if you see a person with a RPD, they're using a RPD in that turn.

Non-Annoying specific gun ammo. Ammo nerds rejoice, although you don't get to use magazines, rounds differs in length and girth in game, unlike other games where 9mm is just a 9mm, this game have 9x19mm or 9x23mm etc., Although at first they offer a plain-jane 9mm and universal usage among the level-tier based guns you get, later on it diversifies the ammo types when you encounter other higher level guns.

Mod-ability, you can mod this game and use the many mods on workshop. A lot of it is pretty useful when you get in game, you'll realize why 9001lb shield and 9001lb bag space is a thing.

There is friendly fire. You spray and pray you're going to see...

Gore-Crit-Death, Dead is dead in this game, when you see your companion's head blown clean off with the world's most powerful hand cannon, it means he's not coming back. But when you punch a guy in the arm with your power glove made out of rusty makarovs that also happens to shoot a bullet and it severs his entire arm while he flops to the ground while crying in pain, that's why these games were made for your pleasure.

The immersive references, although I'm not good with Russian/Soviet history, I know who Lenin is and you will see self proclaimed proletariat vs the early signs of capitalism in some communities with the choices to influence their local government if you wish. This may sound boring to you but considering this is after the bomb dropped, you may see mutants and external influences impacting normal everyday politics.

The non-immersive references, you will encounter stalkers talking about the zone, and references to popular culture and some sub-culture terms like "normies, get out reee" from clowns *honk honk* or a Russian John Titor that's telling you to stop a terminator plot.

Russian cyclic are on all signs of shops and buildings, and some indoor graffitis. No we don't get mouse-over translations, it just adds to the immersion of this is a soviet land. You're a foreigner lucky enough to understand why babushkas were the first wearable headwear in game.

Also there's dog companions with armor (modded in too) in this game, and you can pet a pet ant.
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