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Recent reviews by Screaming Pandas

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No one has rated this review as helpful yet
66.8 hrs on record (55.9 hrs at review time)
TL:DR
Very well done. It is most similar to Terraria in terms of game play and story progression with some moderate automation potential, if that appeals to you. Beautiful biome design, incredible soundtrack, decent combat, gets a bit grindy for the last third or so of the game. Bosses are overall good, later bosses are better. 8/10, very satisfied with my experience, well worth my money.

I like simple lists so

PROS:
- Soundtrack. Seriously, the tracks for the outer biomes are superb (though they are all top notch overall). The Sunken Sea music reminds me of the Terraria mod Calamity and their Sunken Sea biome. Additional shoutout to all three tracks in Azeros' Wilderness; I was honestly floored by how good they were, especially when compared to similar games.
- Lighting. Gorgeous lighting, most notably with ceiling holes, they "shafts of light" visual is wonderful.
- Water. Honestly some of the best water graphics I've seen, even outside of pixelesque graphics.
- Automation. While the automation is fairly light (some drills, conveyors and robot arms) the developers included the ability to easily utilize logic gates meaning that those with the know-how can really go hard, which is something I feel a lot of games could use. I may not necessarily be creating massive circuit systems like factorio, but having the option to use logic gates opens up a gargantuan amount of possibility. Note that while you can automate a ton of stuff, it isn't necessary. All you "need" to automate would be 8 drills on the big ore rocks which is a piece of cake.
- Built-in Modding. At the start menu you are linked directly to the modi.io portal for Core Keeper, makes using mods super easy and convenient.
- Story presentation. While I wouldn't really consider the game to really be "story heavy" I *do* appreciate how lore elements are presented. There isn't some character waxing on and on about stuff, its in item descriptions, looking around locations, looking at murals, paintings and walls...honestly very well done.
- Scenes. Essentially the pre-fabricated pieces of each biome. They are quite detailed; honestly some of the best pixel-graphic work I've ever seen.
- Since the scenes and audio and visuals are all superb, exploring was incredibly fun.

CONS:
- Mage and Summoner classes were added in the 1.0 release, but they still don't feel as finished or effective as ranged and melee. I did my playthrough as a mage and you, quite literally, are always mana-starved. If I didn't always work on melee at the same time I'd end up spending 50-60% of combat running around waiting for my mana to recharge. So if you go mage you *need* to be using a melee/range set-up as well. Melee and Range each have a hidden multi-step legendary weapon you can find and re-forge. Mage and Summoner do not. I used the same staff and robes for the last 40% of the game; armor *heavily* favors melee and range. Mage is definitely viable, don't get me wrong, it just feels lackluster compared to all the sweet looking weapons and gear that melee and range get.
- Some weird mechanics. In every other game under the sun, if you are holding a stack of items and you right-click, you deposit one item from said stack. In Core Keeper, you *pick-up* one item instead. That got me the entire time I played. Shift-clicking an item while you have empty hotbar slots also does not move said item into an empty hotbar slot; that would've been nice, especially as...
- Lack of some obvious QOL. When you eat/drink for stat boost prior to a fight you have to cycle through each potion/food/drink and partake individually. Your hotbar will already be crowded with tools and weapons, meaning you consume each item, open your inventory, swap items out, close inventory, and continue consuming. I need my "B" hotkey from terraria that just...consumes all boosts in your inventory in one go. Re-boosting during a boss fight is....difficult.
- Grindy at the end. First third of the game is fine in this regard. Map is big so you gotta make "scanners" to find the Titans which require certain rare components...in increasingly larger numbers. I'd spitball and say like 15% of my total time was wandering around trying to find the stuff needed to summon the titans, not very fun.
Posted 20 October, 2024.
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162.6 hrs on record (151.7 hrs at review time)
Fantastic game, I immensely enjoyed my experience playing it. While not perfect, it massively improves on many aspects from its predecessor, My Time at Portia (MTaP), while successfully experimenting with new ideas. Most of my gripes with the game are largely small, inconsequential things, though there are a couple that really stood out as being almost impressively bad for such a great game. Overall I loved it and I'm crushed that my play-through has ended. 8.5/10

Pros
- Huge boost in QoL from MTaP; inventory management is a dream, voiced dialogue is consistent instead of feeling random, you have more freedom to explore, and so on
- Performance; I have a GTX 1070 and an i7700k so my rig is definitely aging...however I was easily able to keep my fps at 70+. The only dips were when most/all of the cast was on screen at once and was moving around (some firesides, but oddly not an issue during any of the festivals)
- Content; I just finished all the quests and my save file reads at 144 hours. There is a shockingly gargantuan amount of content to play through. While there are always "fetch this" quests, very few felt like their main purpose was to add filler *coughACValhallacough* and the main quests carried a strong identity (Sandrock is a dying town and constantly goes from crisis to crisis)
- Cast/writing; I felt most of the VAs did a great job and overall the writing did a great job in both conveying humor and seriousness. Every quest you take with Justice + Unsuur is full of golden dialogue, Burgess is wonderfully self-aware, and so on.
- Music; A major step-up from MTaP. I mean, the musical score for MTaP wasn't bad per se...well the combat music and ruins exploration music were both pretty...okay everything but the sparring music was pretty mediocre (the sparring music slapped). MTaS has a much, *much* better musical score in essentially every aspect.
- Impact; You as the protagonist have a large and meaningful impact in the game. Sandrock goes through a food crisis, water crisis, vegetation crisis, and you can visually see the effects they have on the town, both before and after. It made me feel, in my opinion at least, like what I was doing was...purposeful, helpful.
- Combat; they really stepped up the combat from MTaP and it is a much smoother and more enjoyable experience. There are distinct weapon types: dual blades daggers, greatsword, insect-less glaive spear and SnS Sword + Shield, along with some guns, throwables, and a couple unique weapons.
- Quality; less of a "pro" and more of "not a con", any game where items/gear posses quality tiers is fraught with danger. Sandrock does a great job with quality (aside from the names, I mean Ordinary -> Oustanding -> Perfect -> Rare doesn't make sense to me). You can refine many items/weapons/gear to raise their level at the expense of a couple gems/minerals and it never feels like a brutal grind to do so....except for any item that wants agate to level up, agate sucks to get. Literally everything else though is totally fine.
- Creativity; As mentioned Sandrock is built on a pitifully small oasis. It used to be lush but has been almost entirely claimed by desertification. Mechanically, the game requires you to use water to "cool" your machines (water being one of the very few parts of the game that remained an actual obstacle throughout the play through). You are not allowed to cut down any trees within the boundaries of Sandrock proper (early game finding wood is a unique challenge). These, along with taking over a dozen kinds of scrap into the new recycling machines, do a fantastic job of mixing up game play and how new tiers of materials get introduced.

Neutral
- Skill Tree; your experience gets both added to a total, overall level (health/stamina) and divided into either social, gathering, workshop or combat based on where the XP was earned. This is a mixed bag for me because the perks are very obviously either "must-haves" (+1 break damage, +1 daily commission) or "super terrible" (any of the *many* perks that give you +10% xp/chance for/etc). The extra xp is bad because....

Cons:
(Review too long, only showing the two that plagued me)
- Difficulty; The game is easy. No, that's not fair. It is stunningly, disappointingly, shockingly easy. I'm not asking this to be Dark Souls; if I wanted that I'd...go play Dark Souls. What I mean is that I was over-leveled (>= 8 levels above) for 90% of the game, and massively over-leveled (>= 14) for about 40% of it. The greater the level difference, the less damage is taken/received a-la borderlands style. Immunity frames when dodging are incredibly generous; you have i-frames for the entire animation and a little extra, meaning you can just chain rolls for invulnerability and you can lazily roll through the few environmental obstacles thrown at you. However, as you are far above the recommended level, you won't even be dodging because you barely get hurt. The bosses are actually well designed, far better than MTaP...but again, you don't need to engage in any of their mechanics you are a much higher level than they. Also there are 0 attacks that cannot be avoided by simply....running in a different direction. Earned experience points are also far too generous. Sparring Pen and the Dive buzzard near the railroad tracks were the only two fights that I felt challenged; every other combat experience was a cake-walk. Pathea could slash all earned xp by 25% and *maybe* you'd fall into the recommended range, but only if you never explored, did side quests or commissions. This is why 40% of the skill tree feels pointless. Every perk doesn't need to be in perfect balance...but I'm already stomping everything I do not need a 10% chance to get double experience for kicking trees. Gear cannot be used it you are below it's specified level but, once more, that had 0 effect on my gameplay outside of the first couple in-game weeks. Sandstorms are supposed to be deadly, you are told to either stay inside or don protective gear. Spoiler, it doesn't matter. Wear whatever you want. The game makes some light attempts into platforming (which were done well) with the exception of the massive arrows that always tell you where to go. I could go on; suffice it to say I loved so much of the game but I never really felt "challenged" at virtually any point.
- Path finding. I mean wow, I was blown away by how unbelievably abysmal the path finding is. I've watched sandrock residents get stuck walking into building corners, get stuck walking into plants, decorations, each other, things that are invisible to me yet inexplicably manifest a collision box, animals, fences...if it exists in game, they've gotten stuck on it. Repeatedly. In the first 3 minutes of the game you are offered a tour by the ten-year-old Jasmine who after saying, "follow me" immediately turns around and gets stuck on a rock. The "solution" was to cause a character to fade out and reappear after they fail to move in their desired direction for a couple seconds. They only sometimes do that. Sometimes they just give up and stand there until something breaks their error loop (if you host a party expect to talk to everybody constantly so they dont freeze in place). Sometimes the pathing routes of everybody (enemies included) get shifted. Now the bumble ants that are on the hill 200 feet to the east of your workshop eternally try to path into your fence. If a sandrocker has been catastrophically shifted from their normal route you may watch as they teleport back and forth between two spots (looking at your Pen, Rocky and Krystal). Your children are a complete enigma and refuse to abide by any pathfinding laws. Good luck trying to change that diaper before you lose relationship with them and your spouse because they crawled outside the clearly-defined boundaries of your home.
Posted 16 November, 2023. Last edited 16 November, 2023.
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160.8 hrs on record (158.7 hrs at review time)
TL;DR - Very enjoyable storyline/gameplay, decent early post-game, very poor mid/late post-game

Pros
  • Performance/Graphics - My rig is decidedly average (GTX 1070 + i7700k) and the game runs very smoothly; I sit at around 90-ish frames on average. I can't recall any bugs whatsoever throughout my time playing MHS2, and I really enjoy the art style. It gives off a cute cartoon-y vibe without being over-saturated.
  • Story - It isn't anything to write home about, but was strong enough that my curiosity was piqued throughout.
  • Monstie Customizabillity - MHS2 uses a 3x3 "bingo"-style method for monstie abilities, called "genes". Match 3 of the same type and said type gets a bonus ie: Match 3 power genes or 3 Fire-type genes and power or fire moves get a 10% damage bonus. It reminds me of EVs and IVs in pokemon in the sense of you can do whatever you want and be just fine for the main story or you can go hard on squeezing the most of your 9 slots for post-game content. The silly part is that there aren't really limitations on what a monstie can, and cannot, learn. You want to teach Venom to your Nergigante? Go for it. Take Bazelgeuse's signature bombing run and pass it to your rathain? Don't let me stop you. Zinogre casting ice moves? Why not (etc etc)
  • Kinship skills - You have a resource called "kinship" that accrues during battle based on how you react to your opponent. Kinship points (from 0 to 100) are drained in order to use different skills (think using mana to cast magic spells in a classic RPG). At 100 points you can hop on your monstie and use a unique "kinship skill" which features a (wonderfully) over-the-top animation of your and your monstie nuking the battlefield.
  • Baby monsties - while they are only a baby in the hatching animation (they immediately become juveniles so you can utilize them) they are all adorable and honestly if you haven't seen a baby deviljho do the classic deviljho roar with his giant eyes and body that is 50% mouth and 50% tail then you are missing out.

Neutral
  • Combat System - Uses a rock/paper/scissors format. Moves have 1 of 4 types associated with them (Power -> Technical -> Speed -> Power and an additional Typless category) and monsters use a specific type which changes when they become enraged, and/or powered up/take flight/become charged/etc. For example, Dreadking Rathalos uses Power moves normally, Speed when airborne, Power when enraged, and Technical when Enraged while airborne. These never change, he'll never use Speed while on the ground nor Power when airborne. Because these never change, combat can quickly become somewhat mindless. Capcom tries to mix it up with typless moves (cannot be countered) or having monsters attack more then once per turn (Molten Tigrex attacks twice per turn when enraged and thrice when super enraged) but it just causes the difficulty to swing dramatically between very easy and very difficult. The combat works just fine for the main story, but in the post-game content it really struggles.
  • Information - The game does an overall good job of providing info on which does what or explaining things, but there are a couple of gargantuan gaps that you are never told. I feel like damage and armor is never explained well (if my weapon has a rating of 192 ice is that 192 pure ice damage, 192 damage with additional ice typing, is most of that 192 normal damage with a small percentage ice, etc) and monster attack patterns (from the above point). There are well over 100 monster types, each with their own P/T/S attack patterns and....you just have to remember. Or guess wrong. Or keep a spreadsheet? It's one thing to just have it spelled out for an unfamiliar monster but when I'm fighting something for the umpteenth time and I forget what it uses when enraged there are 0 places in game to find that. And when you are fighting the harder deviants, or running around the S. Elders Lair, even just 1 turn of being wrong could cost you the battle.

Cons
  • Partner AI - Throughout the story you have different individuals and their monstie by your side. essentially turning every fight into a co-op fight. During the story the AI is fine; your partners switch out at different story-points, they will heal/buff you, and are well balanced verses the fights you are up against. Once you start making your way through the post-game however, you quickly come to realize that the partner AI is dumb as a sack of hammers and far less useful because you can at least somewhat control a sack of hammers while your partner seems to choose their moves by throwing darts while blindfolded. Using Dreadking Rathalos as an example again (as his moveset is 100% predicatble) he uses: Power -> Power -> Typless Area attack (becomes airborne) -> Speed -> Speed -> Typless attack (becomes grounded) -> Power (becomes enraged) -> Power -> Power -> Power -> Typless attack (becomes airborne) -> Technical -> Technical -> Typless attack (becomes grounded) -> repeat.
    Despite having fought this pattern multiple times your partner will still pick moves at random, get demolished, and then pick that exact same move and get demolished....again. You have three hearts (lives) and so does your partner and if either of you run out, the battle is lost. There are endgame fights that you seriously cannot complete because they will consistently pick the wrong moves and lose all their hearts. You can in no way influence their decisions. When dreadking is targeting them, and its gonna be Power, and they pick Technical (which they will lose) your only recourse is to waste your move to try and mitigate that..and when they do that repeatedly you will either lose all your kinship points trying to protect/heal/evade for them, or they just die. And you lose. The end. BOUNDLESS frustration.
  • Partner Equipment - Similar to above, each partner has a specific armor/weapon. It changes one time after you beat the final boss, but afterwards they always wield the same thing. Meaning, if you are going to attack a monster thats, say, weak to water and slash damage...no partner has that. There is somebody who has water, and like three with slash, but not both. Plus you are (apparently) the only individual with more than one monstie so you'll constantly have a partner and their monstie doing pathetic amounts of damage.

Overall a good game, but definitely not great. The storyline is good, and the game holds up really well throughout it, but once you reach the post-game it quickly falls apart.
Posted 12 July, 2022.
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No one has rated this review as helpful yet
856.6 hrs on record (196.0 hrs at review time)
Early Access Review
Yes.
Posted 7 February, 2021.
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1 person found this review helpful
1 person found this review funny
114.5 hrs on record (99.1 hrs at review time)
I'm not crying, you're crying.
Posted 25 April, 2018.
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104.3 hrs on record (37.5 hrs at review time)
This game in absolutely phenomenal, and I adore it. It isn't perfect, I think of it as almost a "Jack-of-all-trades, master of none" in a sense, but only if each of those ways had some serious value.

Do you enjoy looting everything? You literally almost can. You have a kind of grenade that breaks down everything except for pretty much walls into basic components for you to craft with.
Do you love to explore? After the couple-hour-long intro, they give you literally the entire station to explore and say "Go". The whole place.
What about atmosphere? Holy heaven above this game has the best atmoshpere of any game I have evr played EVER; the detail is to the extreme. Let's talk about that for a moment.

It starts out very survival-horror-esque. You remember in Half-Life (2) how they give you a crowbar for awhile and that is your only weapon? Take that, multiply the time by 4, add horror and paranoia and you have the first 4 hours of the game. Every encounter is terrifying, every enemy is incredibly lethal. The ambience sets the whole mood; the music, the noises they enemies make, well-lit to darkened rooms, the loving plamenet of notes, audio-logs, hack-able computers and workstations...the amount of detail given to the game is astonishing. I was literally blown away.

In a negative aspect, the horror does tend to diminish over time. It took me almost 4 hours to get my first actual gun, and let me tell you, beating up those shadow-enemies with only a wrench, taser and fire-extinguisher gun was terrifying. You would hear the breathing, the clicking they make, and your butthole would tighten up. Every room you enter, you have no idea if that coffee mug, that book, that medkit or ammo happens to be the game's most classic enemy - the mimic. When you receive that gun...it doesn't matter what you believe, you start sending up some prayers of gratitude, only to find that it is marginally better than beating them up with a wrench, plus ammo is incredibly limited; every shot counts. I didn't get the titular shotgun until nearly twelve hours in and let me tell you, more prayers wafted upwards. However...as you upgrade your weapons, your armor, increase your abilities...the game moves from that horror aspect of "I really do not want to enter that room or investigate that noise" to "Well I have a decent amount of health I can probably do okay" to "Well I've maxed out my health and weapon and am literally rolling in ammunition time to just sprint everywhere and shoot everybody in the face". It feels almost like a harder version of halo (solely combat-wise). I'm at the point where combat has become a chore; it is easy enough to where I can reliably go down and mop the floor but just arduous enough where I don't want to have to be held up for a couple minutes re-clearing the same area for the 14th time. The only other big gripe I have is that the side-quests seem to invovle a lot of going back to where you just were, re-clearing the area again and grabbing a data file.

Oh, and unless you upgrade your walking speed Morgan's audio steps don't seem to match with his/her actual walking speed...it soudns like you're doing a gentle sprint as you stealthy move forward. I felt like Mr Krabs for the first 6 hours; once you do that upgrade however, the issue is resolved. Maybe an oversight?

However, do not let that detract from the game. The exploration is incredible. The depth to which you get to know the wokers of Talos I is massively deep. The game gives you literally dozens of ways to enter places, collect data, move around, reach new areas...the only part that feels linear is the main story and that is solely regarding where they tell you to go; you still have compelte freedom on how you complete it.

Overall I rate this game a 9/10. If they were able to adjust the combat, dedicating it to either beginning-game horror or end-game slaughterfest, it would be a contender for GotY; otherwise it is just below that bar. Still incredible. Still takes my breath away as I explore.

Purchasing this game is something you will not regret.
Posted 4 November, 2017.
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2 people found this review helpful
0.0 hrs on record
My squad was trying to do a simple supplies pick-up from a derailed train, nothing too strenuous from days of yore; just mind the explosives and everybody heads home...but this Op was different. After mopping the terrain with the first alien pod, Cypher used her last move to brilliantly alert a secondary pod with a brand new foe; the Specter, and his two Sectoid roommates. The sectoids maliciously reannimated the nearby ADVENT corpses, who were determined, even in death, to mess up my day. The specter misses his shot and instead sets a nearby explosion...attracting the hordes of the zombie-esque Lost, the numberless (literally) victims of the original invasion. In the midst of the growing chaos one of the Elders' Chosen, The Warlock. decides to drop in for a leisurely massacre by summoning his spectral ghost pets, reminiscient of the Sectoids' favorite ability, except he can rig them as a nasty, multi-tile suicide trooper which thankfully would attract even more swarms of the Lost to my location. Not even two rounds later, the entire squad lays low on ammo, health and morale, the emergency EVAC zone completely swarmed with Lost and surrounded by the Aliens, one brave soldier set off a grenade at his feet to clear the EVAC zone and save the shattered remains of the squad...not a single solder made it out of rehab in less than 16 days, and all mourned the sacrifice Culper made to keep the squad alive to fight another day, even if that day may not come for a long, long time.

This DLC enhances nearly every single aspect of the game in a very positive way; I've been playing it for a dozen hours or so and let me give you my feedback so far, with some spoiler advice at the bottom.

The frames and textures are soooooo much smoother in WofC; and I SWEAR they gave the game a light graphical update. Loading screens are quick, the camera is tight and responsive, and everybody looks just a little bit better. They even did little bitty things like change the soldiers picture when things happen to them. The UI has also been improved; instead of the little cyan-colored updates, they come as alerts; red on the left for negative things and green on the right. They are visible and non-missable (no more listening for audio cues) and then fade after a few seconds.

The content increase is massive. The Chosen are essentialy like the Alien Rulers should've been. They act just like any enemy (no more "go after every freaking movement crap") but have bonus skills in order to keep them difficult. They love to taunt you (think Shadow of Mordor style), wreck havoc on you both in mission and on the tactical map, and generally add a solid layer to campaign strategy. I will say however that they run vertical to the standard story-line. You can totally ignore them, but if you do they show up in the final mission all together, which just basically guarantees a loss.

Soldiers can bond together for bonuses, "points" are earned for flanking kills, height shots (etc) which can be spent to give soldiers more then just their standard tech tree. Frankly with enough time they can have their WHOLE tech tree, though this would take an exorbant amount of time. The troops have a "energy" bar beneath them in combat, and after it drops like 25%-50% they'll get "tired" and need to rest from combat (they can still be fielded when tired but there are quite a few cons to doing this) in an effort to avoid "A-Team" syndrome, and it's very well done. I've never had a campagin where every single (18) one my soldiers were ranked. Negative traits are earned when being fielded when tired or becomming gravely wounded, such as "Fear of Mutons" or essentially being OCD about ammo, and they can be removed eventually once you build an infirmary.

The hero units are very powerful, however I would personally rank them Reapers < Templars <<<<<<<<<<< Skirmishers.
(They seem the least creative but I mean when you can cross the whole map and take like 7 actions per turn at high ranks they kinda win).
You automiatically get one from each once contact is made, and I haven't found out how to get more, which is good because even two or three from one faction would get OP really fast.

On the map you have so many more things to do. Base game had me, at times, scanning at home since there was literally nothing going on, just waiting for Ops to show up. You now have almost too much to do (almost) with more ops, operations against the chosen, faction missions along with the standard ones.

The Lost, the zombie hordes of XCOM, are well-balanced with the "headshot" mechanic, essentially turning "Please God kill that muton" into "Please God don't let me run out of ammo so we don't get swarmed". Each kill (headshot) gives you a bonus action (really just refunding the weapon shot action) so as long as you have ammo you can keep hitting them. If you want to gimp the system The templars have the machine pistol, slightly stronger than a normal one, which never needs to be reloaded...so a templar can theoretically (if they do not miss) kill ALL of the Lost within his/her sight instead of the war of attrittion even the Skirmishers would face.

It's wonderful, and worth the money, unlike the previous DLC which are pretty terrible except, maybe Shen's Last Gift, which is passable, but WotC knocks it out of the park; it's like a whole new game.
Posted 30 August, 2017. Last edited 30 August, 2017.
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499.9 hrs on record (190.0 hrs at review time)
Just a factoid; the % values listed in a shot (75% to hit, 25% to crit) are actually incorrect. (I knew it!)

They are actually slighted in your favor (Huh).

Who here hasn't had your sniper miss a 95% hit with a 60% critical and your decided RNGesus hates you and the game is unfair? What nobody remembers is how the majority of the shots they make happen to connect; we tend to remember the bad more than the good since it leaves such a big impression. The values are actually weighted in your favor; the game actually helps you win, as opposed to popular opinion. Through thousands of player tests we see that values can be almost ten percent higher than listed (more noticable at lower difficulties) and the game also has a hidden modifier to decrease the likelihood of multiple misses against the same target.

I had a mission wher my sniper was accross the entire map (retaliation mission so the map was pretty freaking big) and she had a squadsight shot of 27% and a 10% crit chance and freaking crit'd against a shield trooper I super needed dead. She did this twice more against a couple prime alien targets (still 20-35% chances) and yet we never hear about that!

The game is more fair than players want to admit. There are still tons of random chances, but lots of teh game focuses on predictable events, it just takes time to realize. Stun Lancers pretty much always run out and overwatch wrecks them. A Muton will pick to grenade a close groups of troopers when their cover is good; actually abillities are generally used when an accurate shot is not possible, just like us.

The game can still be hella hard, but it isn't a wreck fest-necessarily. Except on ironman mode, then you just get absolutely deveastated.
Posted 20 August, 2016. Last edited 3 September, 2017.
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4 people found this review helpful
56.3 hrs on record (29.9 hrs at review time)
Early Access Review
I am not a fan (personally) of reading really long reviews (though I can appreciate their effort in the post) so I'll stick with a Pros and Cons list.

Pros
- In-Depth; It is nice to have a survival/crafting game that adds a degree of realism to crafting objects. To craft a motor bike, instead of combining rubber and metal at a crafting station, you'll need your fair share of motors, metal, pipes, electronics, etc, though it isn't overbearing.
- Open; While you have a tutorial and a small storyline, you have complete control over where you go, what you do and what order. It's nice to have creative freedom.
- Challenging; It ain't Dark Souls (you know) but it also ain't Minecraft (It's hard to die in that game on normal difficulties). You have to keep an eye on food and oxygen (gotta make those!), while trying not to get eaten by wildlife, poisoned by plants, drowning, suffocating...etc. It's fun. And overtime you can get all of that under control.
- The Devs are responsive. From what I have seen and heard they actually care. Quite a bit. Big Plus.
- Customization; They have different "weapons" allowing you to paint or texture an object in several dozen different ways. A nice change of pace from having very static options in most other games.
- Ships; You can build a Full-Scale Star Destroyer, complete with turrets, docking bays for your smaller ships, different bays and a whole spectrum of ideas.

I know this is in Alpha so I've made my Cons reasonable

Cons
- Building; Building some cool-ass structure is awesome and all, but it is sort of frustrating. They do give you the ability to tur the standard "cube" of X into like 30+ different shapes (which rocks) but it can get tedious changing them all the time, plus connecting them in ways you want can be a little irksome. Not terrible, just frustrating.
- Personal Drone; This is a nightmare to me. Its purpose is to help you build in hard-to-reach places. However, it is ridiculously sensitive to the keyboard and mouse touch so I spend more time lining up the freaking piece then actually building since a gentle movement shoots the drone camera accross the sky. It also has a very limited range.
- Movement; Only a minor. Sometimes I get frustrated with the jetpack mechanics.

While I did get it on sale; I'd say it is worth full price. I haven't put as many hours as others into it, but I really enjoy it. 7/10
Posted 20 August, 2016.
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3,340.3 hrs on record (979.3 hrs at review time)
Early Access Review
*Shrug*
Posted 26 July, 2016. Last edited 12 October, 2018.
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