But, your contact locks you out of using the doors, making is so that you can only go back down. For example, you can go to level 5 in SS2 BEFORE you go to level 4. For example, the few hard blockers in both system shock are there as a result of necessity. But, it'smade as inconspicuous as possible. Looking Glass's games do a form of hand-holding. He talked about how that inspired him to do as little hand holding as possible in his games. He talked about a pencil and paper game he once played where the Dungeon Master explained every minute detail of how everything in the game worked. I think it was Paul Neurath that talks about inspiration behind the design concepts of Ultima: Underworld. The game is not supposed to hold your hand, at all. It's an incredibly unique game with alot to love about it despite my frustrations.Īnd I also hear there's a ton of great community patches that just make it a much, much better game. Open up your PDA, it literally tells you what you need to do, and the codes, if any, to use.Īnyway, here's the link: 'm definitely still going to finish my vanilla playthrough and give it another try on a second one with hindsight to see if I enjoy it with the knowledge I have now. You are given a clear objective, but it's up to you to find it. You would have known about a lot of mechanics just from reading it.Īlso, the point is to get lost sometimes as well. Most games from that era came with a manual for this exact reason, because no one holds your hand while playing, so you had to have read up on how to play it. You don't need sheer luck, you just needed to read the manual. It won't directly tell you not to get repair, but it does imply maintaining weapons is better. It's only in this digital version that those things are not very obvious, but the manual does help a bit, and even has a walkthrough of Med/Sci to help you on your way so you know how the game works. Originally posted by Vepar:This game DID come with a manual back in the day. It's not a very fullfilling experience, just an extremely annoying and frustrating one. Resource management feels like a completely tedious task and interacting with combat feels nearly totally worthless because it's just an endless loop till you find yourself from point A to point B. I couldn't even get all that immersed into it because of how I had to fix my weapons every 2.5 seconds after they broke because that's totally how guns work. Which is dissapointing because I love everything about the PREMISE of SS2.īut now that i'm at the part with the black eggs, and i'm just at the end of my rope with this game in terms of patience, i'm just quitting, maybe i'll come back to it but holy hell does it's difficulty feel artificial, it's combat jank, it's sense of direction completely lacking. I have no idea beside sheer luck sometimes how i'm supposed to know to do certain things in this game, I wish I could like it more, but I feel as if i've seen most of what it does done better in other games in a far more streamlined fashion. The toxin debuff being one of the most irritatingly frustrating mechanics ever. The extreme amount of jank in the combat that sometimes just tells you to go ♥♥♥♥ yourself with how you can just randomly miss a shot that's practically clipping their their model. The stat building is a nightmare due to the way it can just so easily noob trap you into things like repair or if you spread your modules too thin without realizing how incredibly ineffective that is. This game's way of directing you around is a confusing time consuming mess, it's not direct enough with where you need to go so you send far too long wandering around trying to figure out what's what. I have far more hours than Steam shows because of launching from a mod manager, but dear lord.
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