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The Callisto Protocol |OT| Galaxy of Terror

Grildon Tundy

Gold Member
YESSSS!!! They weren't lying! The PC patch actually works! Getting 100+fps 1440p Ultra (w/o RT) on a 3080, about 60-80fps w/RT. This game is beautiful. Haven't seen a single second-long stutter like the ones I was getting every few seconds last night!
 

Bartski

Gold Member
What really pisses me off so hard about it is that, in my book, CP really is a 9/10 game around 50% of the time, 8/10 another 30%, and an extremely frustrating 2/10 mess for the remaining 20%.

Vibe and visuals aside, where I liked the game the most were chapters late 3 to 5 where the game became more of a shooter. Most guns in there feel great. Punchy, heavy, good audio and the result coupled with hit reactions make some of the most satisfying shooting in survival horror ever. Also the lauded "gore engine", in fact very rough around the edges up close - works wonders at a distance and the game just gets better when melee becomes the secondary option.

Melee is chunky, and brutal and it's tons of fun when everything works as intended. Unfortunately, dodging is a semi-broken mechanic that is simply too unreliable for the role it serves in the game.

I'm not saying it doesn't work. Most of the time it does and I love the combo attack - evade exchange between melee and guns you get after getting a hang of it.

What I'm saying is it just doesn't register way too often, on hard that means you're dead restarting a checkpoint.

I have a theory that, while it seems very simple to pull off - just need to hold direction while the enemy is attacking - there is a very narrow band on the stick that actually registers as left and right, rather than an angled down-right or top-left for example which is when it doesn't register. Likely also in relation to your character's position on screen and camera, I'd love to see someone doing actual tests with inputs monitor to prove me wrong.
Edit: wrong. On Pc keyboard it's simply A and D. So it can't be relative to the camera, and the angle doesn't matter, can you dodge while moving forward and backward (W, S)?

So it works most of the time. But then it doesn't work some of the time, despite doing it "correctly", and that some of the time, on maximum security, means that you're dead. That simply ruins the game, feels like dying to RNG, especially when fighting bosses that one shot you if you miss.

The accessibility "cheat" is here to "help" - the game gives you an option called "auto dodge". Contrary to what the description of it says, it does not auto-dodge any attacks, but disables the need to alternate between left and right on the stick and allows holding a direction to dodge a full combo. But that doesn't matter if your initial move of the stick is not "in the pocket" - you get sun locked and killed or one-shot by a boss.
Why couldn't they just rip off TLOU2 and use L1 that has no function attached - beats me.

But that's not all cause then there is the "perfect dodge". Not exactly fresh but a very useful idea on paper with just horrible implementation. Perfect dodge is ridiculously hard to do on the controller, feels like it's got a window of 2-3 frames and according to the trophy counter it only happened to me ONCE in the entire game organically. Here you have to TAP the stick sideways rather than hold it (game doesn't tell you) in what seems to be a scenario where both the toward and backward motion of the stick needs to register while the enemy attack animation is playing out. The only reason I can think why that is the case (edit: just as with regular dodge) is it was designed and made work on M&K where you can just quickly tap A and D keys.
The fact people on youtube are calling "perform 5 perfect dodges" (in the entire game!) PS trophy the most difficult one to get in the game is telling.
 
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SCB3

Member
Alright I was gonna wait but I need a horror fix and this is looking great

I watched a couple of streamers for a bit earlier on varying devices and Consoles seem fine so PS5 it is, downloading now
 

Danjin44

The nicest person on this forum
The fact people on youtube are calling "perform 5 perfect dodges" (in the entire game!) PS trophy the most difficult one to get in the game is telling.
I actually got that trophy early on, but I think that was luck because at that time I was fighting multiple enemy one time. I managed to get the trophy but I still end up dead on that fight.
 

R6Rider

Gold Member
Okay. Here are my impressions so far after a few hours on PS5.

  • The haptics are awesome. From the menus, to the subtle footsteps, it feels great.
  • Dodging mechanic is super easy to get used to. Only ran into a few enemies at once, so we'll see how it it holds up to bigger groups.
  • Atmosphere and sound design are really good. Game looks fantastic (playing in performance mode) and environments have lots of details.
  • Voice acting and character models are top notch. Love the voices of the security bots and AI systems.
  • The upgrade bench is satisfying to use and has really neat animations. The GRP itself is really cool design wise as well.
  • Game is throwing ammo at you early on and I forgot to stomp the first dozen or so enemies for credits.
  • Nothing scary so far, but plenty of weird stuff and lots of tension. Audio design as mentioned above does a lot here.

So far this game is fantastic.
 
Playing on PS5.
Game looks great, enemy design is nice. Fighting is actually quite good.

Game aint horror at all. (So far)
Its just a splatter game.

Worst part though is the constant loading sections.

I don't want any Callisto Protocol Fan ever see complaining about that stuff on GoW Ragnarok.

In callisto protocoll you are at least 25% of the time squezzing through opening/walls/door, forcefully opening something, going up or down long ladders, moving trough vents, riding elevators or gondolas, preventing you from sprinting or forcefully slowing you down and so on.

Guess thats the pain you have to go through in order to have such nice graphics.

Dunno how far Inam into the game though.
 
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TonyK

Member
Just started it. I don't like the melee combat as it's implemented. The dodge system is pure trash and whoever designed it deserves to be fired. Walking is too slow, checkpoints are too far... In fact all the complaints I read in the reviews are accurate. At least game looks and sounds amazing. I will play it for sure, but it's weird how it brings me feelings closer to The Order than to Dead Space.
 

J3nga

Member
Just started it. I don't like the melee combat as it's implemented. The dodge system is pure trash and whoever designed it deserves to be fired. Walking is too slow, checkpoints are too far... In fact all the complaints I read in the reviews are accurate. At least game looks and sounds amazing. I will play it for sure, but it's weird how it brings me feelings closer to The Order than to Dead Space.
You and me, this is exactly what I thought 10 mins ago.
 

j0hnnix

Gold Member
I am now 5 hours in with PS5 copy. I am definitely enjoying it. Taking my time through the levels to enjoy the atmosphere.

Few things.

1. Playing in Quality mode (Performance disabled) Game looks amazing that's a given.

2. Blacks are grey resolved by lowering my brightness and cleaned it up enough that I have no complaints but it's poorly implemented

3. Dodging, I like it but do not love it, shows it's true weakness with multiple enemies on screen, mitigated with environmental kills using the glove.
4. Lip sync is off, minor but makes me laugh.

5. Game is not as scary , if you're getting jump scared you haven't watched enough horror.

6. Atmosphere/Sound Excellent every metal clang, step , air is top notch I am playing with Klipsch speakers surround sound not using headphones(maybe another playthrough with them).

7. Very Linear but this is personal choice, I fucking hate getting lost because the designer decided to make a maze to artificially create tension. I like the Linearity, the jump scares are predictable because of this imo.

If I were to score this based on my personal taste 8/10.
 

Con-Z-epT

Live from NeoGAF, it's Friday Night!
The boss fight where they throw normal enemies into the mix in addition is just exhausting. Will try it again tomorrow.
 

Bartski

Gold Member
The boss fight where they throw normal enemies into the mix in addition is just exhausting. Will try it again tomorrow.
Those additional enemies have very little health and your best bet is just to run around houses in the arena (if that's the fight I think it is), turn around, shoot some rounds and repeat.

Goes to show how much I hope devs come to their senses and patch in a quick turn this game just desperately needs. Maybe in time for the story DLC planned for March
 

skneogaf

Member
I just installed it to test it and wow the graphics on are the best I've ever seen, I was literally saying out loud "oh my god"

I only played 15 minutes and will leave it till I've fully finished God of war ragnarok then the last of us 1 remake remake followed by 2 again.

I saw around 5 big ass stutters with everything on maximum without FSR2.

I was getting around 60fps with a 5ghz i7 and a 4090 which I think is a bit low ehven though it is insane how good it looks. H
+
Gpu usage was between 70 to 99 percent depending the scene.

Cpu was 2 percent so unsure what that is about.

I'll pick it up again in a few weeks, hopefully a few more patches will be available.
 

Neff

Member
5 hours in, having a great time. Dunno what the naysayers are talking about.

Perhaps the game was a little over-hyped considering how old-fashioned it is, since it really does feel like a PS3/360 era title without apology or pretense. Expecting it to dethrone Dead Space 1 or 2 is a futile exercise, since it's clearly attempting to forge its own path. There's a lot of blatant nods to Visceral's series, but more often than not it also feels like The Last of Us or The Evil Within in space. If the game didn't look as holy fuck good as it does though I think it'd struggle to get noticed.

Fuck, that’s one of the things that I actually do like a lot. No fucking maps! And you need to make choices of where to go with the threat of leaving something behind. I like all that shit.

There was one point where the game lied to me about how the fuses work and refused to let me remove one so I could go back to get some loot I'd missed. That pissed me off. But otherwise I agree. I don't feel like I've struggled either despite making the decision to drop stuff I felt I didn't need. It seems fairly balanced and manageable even though I've had to leave things behind. This game is going to piss off a lot of folks who like to finely comb a game to find/pick up everything.
 
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Hobbygaming

has been asked to post in 'Grounded' mode.
not sure you know about this, different ammo will spawn once you unlock and buy different weapon.
So if you would like to increase the chances of getting that particular type of ammo, its best not to invest in too many weapons. Different ammo take up a slot inventory as well, seems more troublesum to me personally.
Nope I didn't know that, this should be a big help
 

Beer Baelly

Al Pachinko, Konami President
Just finished it. I liked it but not nearly as much as Dead Space. Combat gets better once you get more weapons and ammo. But some encounters are annoying as fuck. That part with the blind enemies for example drags on for far too long. Final boss is lame. I did make use of auto dodge however. Game really is average at best. It has a nice coat of paint but thats about it.
 

adamsapple

Or is it just one of Phil's balls in my throat?
not sure you know about this, different ammo will spawn once you unlock and buy different weapon.
So if you would like to increase the chances of getting that particular type of ammo, its best not to invest in too many weapons. Different ammo take up a slot inventory as well, seems more troublesum to me personally.

So it's like Dead Space in that.

Is the default weapon as useful as the plasma cutter is ?
 
Just finished it. I liked it but not nearly as much as Dead Space. Combat gets better once you get more weapons and ammo. But some encounters are annoying as fuck. That part with the blind enemies for example drags on for far too long. Final boss is lame. I did make use of auto dodge however. Game really is average at best. It has a nice coat of paint but thats about it.
welcome to current gen!...
 

JusticeForAll

Gold Member
I just encountered about 3-4 enemies that I had to use melee against and I had no issues there either. I am really at a loss....can't understand anything that has been said of the game so far! It's been pretty awesome!
Really? I wonder then what you do different than me. I have no problem with one or two enemies, but find the whole system inadequate to deal with any more.
 

Lions Gate

Member
LhSXnWa.jpg


got the platinum after 15 hours, loved the game, Great Graphics and sound Design, Hunting atmosphere, Meaty combat and melee attacks. The biggest flaw for me was Story and narrative. if you enjoy slow paced atmospheric Horror Games this is a gem. it gonna be a cult classic someday
 

adamsapple

Or is it just one of Phil's balls in my throat?
LhSXnWa.jpg


got the platinum after 15 hours, loved the game, Great Graphics and sound Design, Hunting atmosphere, Meaty combat and melee attacks. The biggest flaw for me was Story and narrative. if you enjoy slow paced atmospheric Horror Games this is a gem. it gonna be a cult classic someday

I'mma be honest, $70 for a game one can 100% in 15 hrs seems like a bit of a steep price.

Especially as there's no replay value right now and will be patched in in a couple of months along with more content like half a year from now.
 

Northeastmonk

Gold Member
When I’m not even thinking about it, I do better in combat. Three enemies come at me all at once and I dodge everything. When it’s 1v1 I’m more likely to get hit twice.
 

DragoonKain

Neighbours from Hell
I’m enjoying it so far, but a couple things I don’t like. Lack of inventory space. I get this is survival horror, but the things you can sell for credits should not count against inventory space, it’s ridiculous. Nor should schematics.

And generally combat is repetitive. It’s the same melee sequence every fight. Dodge one way, dodge the other, repeat.

But I like the atmosphere and the setting and st least the physics in the combat feel good.
 

TwiztidElf

Member
I'm 4-5 hours in, and I thought I'd pop into this thread expecting to be a voice of reason in a shitty hater mob pile on.
But I see folks are enjoying it as much as I am. Awesome.
Aside from PC performance issues (I'm on PS5), I don't understand the hate, and I'm not finding it difficult at all on the default/medium difficulty. I've died a few times, but never really to QTE's or unfairly.
So many times I've laughed out loud now. And it's just dripping with atmosphere. It's such a fun ride.
I just went through the water slide section not long ago. Awesome set piece.
 

Agent_4Seven

Tears of Nintendo
What really pisses me off so hard about it is that, in my book, CP really is a 9/10 game around 50% of the time, 8/10 another 30%, and an extremely frustrating 2/10 mess for the remaining 20%.

Vibe and visuals aside, where I liked the game the most were chapters late 3 to 5 where the game became more of a shooter. Most guns in there feel great. Punchy, heavy, good audio and the result coupled with hit reactions make some of the most satisfying shooting in survival horror ever. Also the lauded "gore engine", in fact very rough around the edges up close - works wonders at a distance and the game just gets better when melee becomes the secondary option.

Melee is chunky, and brutal and it's tons of fun when everything works as intended. Unfortunately, dodging is a semi-broken mechanic that is simply too unreliable for the role it serves in the game.

I'm not saying it doesn't work. Most of the time it does and I love the combo attack - evade exchange between melee and guns you get after getting a hang of it.

What I'm saying is it just doesn't register way too often, on hard that means you're dead restarting a checkpoint.

I have a theory that, while it seems very simple to pull off - just need to hold direction while the enemy is attacking - there is a very narrow band on the stick that actually registers as left and right, rather than an angled down-right or top-left for example which is when it doesn't register. Likely also in relation to your character's position on screen and camera, I'd love to see someone doing actual tests with inputs monitor to prove me wrong.
Edit: wrong. On Pc keyboard it's simply A and D. So it can't be relative to the camera, and the angle doesn't matter, can you dodge while moving forward and backward (W, S)?

So it works most of the time. But then it doesn't work some of the time, despite doing it "correctly", and that some of the time, on maximum security, means that you're dead. That simply ruins the game, feels like dying to RNG, especially when fighting bosses that one shot you if you miss.

The accessibility "cheat" is here to "help" - the game gives you an option called "auto dodge". Contrary to what the description of it says, it does not auto-dodge any attacks, but disables the need to alternate between left and right on the stick and allows holding a direction to dodge a full combo. But that doesn't matter if your initial move of the stick is not "in the pocket" - you get sun locked and killed or one-shot by a boss.
Why couldn't they just rip off TLOU2 and use L1 that has no function attached - beats me.

But that's not all cause then there is the "perfect dodge". Not exactly fresh but a very useful idea on paper with just horrible implementation. Perfect dodge is ridiculously hard to do on the controller, feels like it's got a window of 2-3 frames and according to the trophy counter it only happened to me ONCE in the entire game organically. Here you have to TAP the stick sideways rather than hold it (game doesn't tell you) in what seems to be a scenario where both the toward and backward motion of the stick needs to register while the enemy attack animation is playing out. The only reason I can think why that is the case (edit: just as with regular dodge) is it was designed and made work on M&K where you can just quickly tap A and D keys.
The fact people on youtube are calling "perform 5 perfect dodges" (in the entire game!) PS trophy the most difficult one to get in the game is telling.
First - I don't give a flying fuck about trophies and achievements, so I'm not doing any of this perfect dodge BS in the game, along with playing on hardest difficulty without NG+.

Second - Yeah, I do I gree with you on melee combat although I do have a different problem with it. Tutorial shows you that you always need to push and hold left while dodging the first time, but it does not work all the time, meaning you're pushing and holding left, but enemy attack comes from the opposite direction and you end up being hit. The other problem is that you can't tell and see for a split second from which direction attack is coming, it's a trial and error sometimes if you're not sure and there's no visual cues to help you decide. I mean, there's also block move and once upgraded a few times, it can minimize damage and hit an enemy with electic charge after you block, but I found it useful only during 1 vs 1 fights cuz you've all the time in the world to take your time, but if you're out of options, there's more that one enemy after you and you can't use a glove to deal with one enemy quickly, that's when problems start to kick in. And yeah, just like you said, when it works, it's great, but when it doesn't it's more frustrating than fun.

I just got the real shotgun (decided not to buy one-handed one) and I'm not that far into the game, but even with all it's problems (which are not even remotely game-breaking), I think it's right up there with Dead Space 1-2 and Alien Isolation when it comes to the best Sci-Fi survival horror games ever made and in some aspects (tech and visuals aside) even better. There's also a chance that given more time, they'll fix and polish all problems and then we'll have nothing to complain about, I hope. I really want CP to become a franchise so that Glen and his team can make the next game even better, I think they deserve that much.
 
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My quick review;

Good;
-Linear (i like more than open world)
-Pace
-Overall sound design
-Combat is basic, but it's fun
-Gun combat is fun
-Game feels old (i like that)
-Surprisingly more a beat'em up/slasher than "Horror" (not scary, but i like both genres so...)
-Dismemberment and the gore
-Death scenes
-Sometimes its really tense

Bad;
-Main character has ZERO charisma.
-TOO MUCH crawling sections
-TOO MUCH qte
-Generic atmosphere, nothing unique
-Enemy variety too low
-Stupid boss fights (specially the final boss)
-Dodge is easy, broken and stupid.
-Story is basically non existent... Forgettable...

So,

I like it, was a fun experience.
If you want a fun linear game with BASIC combat and lots of gore, Buy it! Feels like an old game with beautiful graphics, i think that was the reason i liked a lot!
But c'mon lets do a deeper combat on the next game!:)


If you love overrated games that has MAJOR pace issues, leftist agenda, or do 3 hits and roll, this game is NOT for you!
 
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ZehDon

Gold Member
I'm about two thirds through I think. Game is really holding up across the whole play through. Visuals continue to impress, sound design remains outstanding, and the narrative and characters are growing on me. Unless it shits the bed in the final act, this is probably getting an 8/10 from me. Really good game, I can see myself replaying it many times, just like Dead Space.
 

R6Rider

Gold Member
Had my first crash. Was upgrading the baton and it froze then crashed the PS5 dash.

About 3 hours in now and it's still great. Also, this game loads fast as hell.
 
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Arachnid

Member
I just beat it. Overall, extremely disappointed. I played through on hard for my first run if that matters.

--Too much focus on melee. They should have focused more on shooting mechanics. The melee is fun and visceral the first 10 times. The following 90 times, not so much. The melee system itself was busted and made 70% of the game waaaay too easy. It got to the point where I was selling most of my health injections and GRP energy. They had no use. The only section that gave me difficulty was the final boss who killed me 5 times. Up to that point, I think I died maybe 6 times the whole game, and usually through my own idiotic mess up. On hard.
--Extreme lack of bosses. There's really just one and then a miniboss you fight a few times. The miniboss is a joke mechanically. Just dodge a single attack and unload your shotgun. Rinse and repeat until he dies (this was exactly the same as the final and only boss btw). They tried to mix it up by throwing in a regular enemy with him 2/4 times you fight him, but that enemy dies instantly to environmental hazards or a single shotgun blast. May as well not be there.
--Complete lack of enemy variety. Mostly humanoid zombies with the same exact look that swing at you. No real imagination here. Boring enemy design throughout. I thought the mutations would make this more interesting, like if you damage them a certain way, they mutate into a different kind of monstrosity for you to adapt to. The devs stated this is how it works in an interview. It's not. They mutate into the same tentacle armed enemy every time. The mutation system was one of the most hyped elements for this game, and this is one of my biggest areas of disappointment.
--Extremely linear throughout. I like linear games, but not when there are just corridors through 95% of the game. Dead Space and RE4 do this right. Mostly linear but the combat sections have these fun little arenas where you can run around and frantically plan/execute your plan of attack on the fly. This game had none of that moment to moment decision making that makes an experience tense/scary. Just constant melee combos until the last two chapters. At that point, enemies are upgraded with way more health and some 1-2 hit kill attacks. I mean normal enemies you used to murder. There is no difference to aesthetically. Just a health bar and damage upgrade.
--It isn't scary at all. They use the same jump scares like 10 times each (a face hugger rip off pops out of a chest/locker and you QTE; a face attached to a sac on the ground pops up to latch onto your neck to start pulling you through it and you QTE; a boring humanoid enemy pops out from a vent or from behind a door and you do your usual melee combo). The atmosphere could have made up for it, but the enemy encounters being so boring ruined that. No point in really fearing what's around the next corner.
--The deaf enemies you stealth around were bare bones. I thought they'd hear me if I kicked a can on the ground or something, but they are deaf to everything except Jacob walking/running. You can do a brutal takedown to an enemy 2 feet from them or GRP an enemy into a spiked wall to impale them or blow up a group with an explosive cannister, and they wont hear A THING. This guys are great value clickers. They don't even deserve to be compared to clickers. Worse case scenario, you get into combat with them, and they fight/mutate like the humanoid zombies you fought all game. This section felt like half the game, and walking around poking them one by one was boring as shit since they were so braindead to any form of noise.
--The story was non-existent, and what was there was extremely predictable. I didn't care for the main character at all. Dead Space isn't a benchmark for story, but at least I actually cared about Isaac and empathized with his search for his wife.
-Waaaay too many slow down sections. By that, I mean sections where you crawl through a vent, crouch under some debris, and squeeze through a narrow opening. This was CONSTANT. I felt like that in just the first few chapters, and it just kept happening.
--I like the art/enviornmental design, but 90% of it was ripped straight out of Dead Space. The cruel metal interiors, the fleshy wall sections, the dark caves, the green biome used for O2 generation ship wide, (etc...). There was nothing new here, and Dead Space did all of the above better while still having more ways to switch it up. There was even a cave section where you rode on an underground drill as you fought off waves of enemies. This was lifted straight out of Dead Space, no shame.

Overall, this ended up a 5-6/10 for me. They should have put all that graphics and marketing money towards better gameplay systems with more depth. I don't see myself replaying this one. I can't think of a single third person horror game I haven't replayed other than RE6. I was so damn hyped for this one. Oh well. At least I still have the Dead Space and RE4 remakes on the way.
 
I'mma be honest, $70 for a game one can 100% in 15 hrs seems like a bit of a steep price.

Especially as there's no replay value right now and will be patched in in a couple of months along with more content like half a year from now.

I don't think that content is free. New game plus will be free if I'm not wrong.
 

GymWolf

Member
I think i'm around 60-65% of the game, and yeah death space this ain't.

The game is still decent but it's a pale imitation of a much better game in pretty much any regard except graphic.

The things that annoy me the most are:

Enemy design is mostly pedestrian, for all the talks in the docu-series i was expecting MUCH better, this is not on the level of dead space,old RE or even the clickers in tlou imo, really disappointing, also not much variety at all.
Also the mutation system is a semi-joke like someone elss said already.


Melee is nice against one, decent against 2, absolute trash with more than 2, especially if you are in a small space.

Story, chara and audiolog are as dull and uninteresting as it comes, and there is not enough of it, pretty terrible tbh, the protagonist is literally a bland dude mcduderton and the other characters are thin as paper.

Hard is normal from other games, you are full choke with ammo, health etc.
As i suspected, the real survival horror mode is the one locked behind season pass.

Absolute shit checkpoint system and lack of map or thing to follow to know where to go next so i can go the other way to explore, a cardinal sin for a cinematic game that block you from going back after a cutscene if you go the wrong (right) way.

It is not really scary, the audio design is good but the jump scares are cheap or ineffective, also enemy design doesn't help.

Perf mode is still choppy as hell in some moments, not much during combat but just during exploration and rotating the camera, locked 60 this is not.

The best things are the audio design, atmosphere, good gore and graphic.

It only makes me want to play dead space remake even more.

Maybe the last 30-40% of the game is gonna be much better but i kinda lost hope.

P.s. the blind clicker rip-off was fucking hilarious, they forget to put any kinda of sonar to identify close enemies so you can just go stealth on a group and they are never gonna notice you, even if you kill the other 1 cm away from them, what should be a tense area become a boring resource hunt because these enemies are literally meatsacks waiting to be killed with zero effort, and there is a big zone with only them on it, basically 2 hours wasted with zero danger, lmao, do they even tested this stuff?
Any review that said that stealth was useless probably didn't played the game, stealth is fucking op.

The game is a 6\6 and a half for now (with old times scores, not a 6 that is really a 2 of today)
 
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Arachnid

Member
I like it’s melee based combat, we have tones of other survival horror games do mostly shooting, this was in my opinion made combat flow interesting.
I don't mind that, but IMO it kind of took away from the horror in this instance. Usually, you should feel fear at these types of enemies being in close proximity to you. In this case, I actually felt more empowered, like I could fuck them up harder and do more damage up close with some melee combos mixed in with the gun reticle finishers. I'd have preferred if the dodge was a little harder to pull off (like TLOU2 which has the best dodge system I've seen in an OTS game) and melee was a bit more risky. I always felt safe doing it

Glad it worked for you though dude
 
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Danjin44

The nicest person on this forum
I don't mind that, but IMO it kind of took away from the horror in this instance. Usually, you should feel fear at these types of enemies being in close proximity to you. In this case, I actually felt more empowered, like I could fuck them up harder and do more damage up close with some melee combos mixed in with the gun reticle finishers. I'd have preferred i the dodge was a little harder to pull off and melee was a bit more risky. I always felt safe doing it

Glad it worked for you though dude
I enjoyed the game but it definitely it has its flaws, my biggest issue with this game is not its combat but it level design.

waaaaaaaaaaaay too much crawling in vents and sliding through walls, I dont think even GOW and TLOU had this many. It make you less motivated to explore or do 2nd playthrough.
 

GymWolf

Member
I enjoyed the game but it definitely it has its flaws, my biggest issue with this game is not its combat but it level design.

waaaaaaaaaaaay too much crawling in vents and sliding through walls, I dont think even GOW and TLOU had this many. It make you less motivated to explore or do 2nd playthrough.
Yeah i'm usually not bothered by squezing through stuff, but this game has an abnormal amount of it for just 10-14 hours campaign.

It make backtracking dreadfull.
 

Arachnid

Member
I enjoyed the game but it definitely it has its flaws, my biggest issue with this game is not its combat but it level design.

waaaaaaaaaaaay too much crawling in vents and sliding through walls, I dont think even GOW and TLOU had this many. It make you less motivated to explore or do 2nd playthrough.
Yeah, the level design is probably my biggest issue too. I would have loved to explore the prison in a more cohesive manner. With all they games they have the option of pulling inspiration from, you'd think they'd have nailed this. All they had to do was make an RE2 style map with some backtracking, make the fighting areas bigger and more arena like for some moment to moment frantic action, and this would have been at least three points higher.

Also, some of the level progression didn't make sense. We take a bunch of ladders and stairs down into the lower sub sections, and then go even lower on that long as hell shit water slide. After that, somehow, we pop up above ground in that green biome area back above ground after walking through a door. It kind of threw me for a loop
 
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MidGenRefresh

*Refreshes biennially
After reading some of your reviews I won't be picking it up next week. I'll wait until it's 1/3 of the price and 100% fixed.

I'm afraid that by that time Dead Space Remake will be released and there will be no need to even play this.
 

Danjin44

The nicest person on this forum
Yeah, the level design is probably my biggest issue too. I would have loved to explore the prison in a more cohesive manner. With all they games they have the option of pulling inspiration from, you'd think they'd have nailed this. All they had to do was make an RE2 style map with some backtracking, make the fighting areas bigger and more arena like for some moment to moment frantic action, and this would have been at least three points higher.

Also, some of the level progression didn't make sense. We take a bunch of ladders and stairs down into the lower sub sections, and then go even lower on that long as hell shit water slide. After that, somehow, we pop up above ground in that green biome area back above ground after walking through a door. It kind of threw me for a loop
I do agree with that, the prison is great setting for horror and I don’t mind linear level, I but want little exploration and waaaaay less squezing thorough environments.

but I don’t regret buying this game, I really appreciate their melee based combat and it has GEART atmosphere and sound design. I hope they learn from criticism make great sequel buuuut I don’t want them to take “linear“ level criticism too hard and go same route as Evil Within 2 and make big hub world, THATS NOT what I want, I want more open level design but still be linear.
 

Con-Z-epT

Live from NeoGAF, it's Friday Night!
Those additional enemies have very little health and your best bet is just to run around houses in the arena (if that's the fight I think it is), turn around, shoot some rounds and repeat.

Goes to show how much I hope devs come to their senses and patch in a quick turn this game just desperately needs. Maybe in time for the story DLC planned for March
Running away and keeping distance was definitely the key to success. And yeah the normal enemies went down very fast. (y)
 

J3nga

Member
The inventory is so small I left quite a lot resources just because I couldn't fit them in and then you progress through the story without knowing you won't be able to comeback to pick it up and when you can it's just pointless backtracking. I think they should've dropped inventory because it just makes pointless and stupid backtracking which doesn't work and frustrates player.
 
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Bartski

Gold Member
I don't mind that, but IMO it kind of took away from the horror in this instance. Usually, you should feel fear at these types of enemies being in close proximity to you. In this case, I actually felt more empowered, like I could fuck them up harder and do more damage up close with some melee combos mixed in with the gun reticle finishers. I'd have preferred if the dodge was a little harder to pull off (like TLOU2 which has the best dodge system I've seen in an OTS game) and melee was a bit more risky. I always felt safe doing it

Glad it worked for you though dude
interesting, were you playing on PC & keyboard? Reading some comments really makes me think both of my controllers are broken. I also played on hard and died maybe 100 times, 98 of which were due to Jacob not dodging when I hold dodge. TLOU2 dodge was perfect, WAY easier to pull off, and first and foremost 100% reliable.
P.s. the blind clicker rip-off was fucking hilarious, they forget to put any kinda of sonar to identify close enemies so you can just go stealth on a group and they are never gonna notice you, even if you kill the other 1 cm away from them, what should be a tense area become a boring resource hunt because these enemies are literally meatsacks waiting to be killed with zero effort, and there is a big zone with only them on it, basically 2 hours wasted with zero danger, lmao, do they even tested this stuff?
Any review that said that stealth was useless probably didn't played the game, stealth is fucking op.
Yeah, this. This is the 2/10 chapter for me when the studio really shat the bed. I understand their goal was to break the pace, but FFS. It's a horror game and those enemies pose literally ZERO DANGER. All you need to do is play the level at snails pace and just stab them one by one. It's okay for one room, but the whole area is all about spawning hordes of them at you. You could just avoid them, however loot stomping them makes more sense and fighting 4 of them at once on average way too risky if choosing to go loud. So you end up sloggin through, stabbing and impaling them while invisible and 100% safe when crouched. Ends up feeling like a poor man TLOU ripoff and an idea that could use one more year of iterating. I like slow games and I recognize my own fatigue with squeeze-throughs after Ragnarok but this felt like another level of padding on top of all the cracks vents and ladders and made me start looking up powerpyx thinking I just want it to end.
I think it's right up there with Dead Space 1-2 and Alien Isolation when it comes to the best Sci-Fi survival horror games ever made and in some aspects (tech and visuals aside) even better. There's also a chance that given more time, they'll fix and polish all problems and then we'll have nothing to complain about, I hope. I really want CP to become a franchise so that Glen and his team can make the next game even better, I think they deserve that much.
In so many ways it is, I totally agree and I'll be back for the story DLC for sure to see how far they've gone.
 

Con-Z-epT

Live from NeoGAF, it's Friday Night!
The inventory is so small I left quite a lot resources just because I couldn't fit them in and then you progress through the story without knowing you won't be able to comeback to pick it up and when you can it's just pointless backtracking. I think they should've dropped inventory because it just makes pointless and stupid backtracking which doesn't work and frustrates player.
In general i think you get overwhelmed with ammo. I always dropped ammo, batteries and healing items in favor of credits. And even then it seems like you won't be able to max out everything.
 

Nando13

Member
Can people that beat the game on hard recommend what upgrades to prioritize? Are the block upgrades of the baton worth it? Is it better to stick to 2 weapons (e.g., revolver and riot shotty) to optimize ammo drops?
 

tommib

Member
Are people blocking? I think I tried a couple of times and wasn’t satisfied with it. Never used it again. You just need to press down? If I’m walking backwards I’m going to potentially block all hits?
 
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Bartski

Gold Member
And even then it seems like you won't be able to max out everything.
Not possible imo. I went through all optional paths, killed and stomped 99% of enemies in the game, and used preorder credits boost, never bought any consumables. At the very end I've had maybe 85% of all upgrades. The stomp loot is rng but there is no place to farm it, so I think it's all by design.
 

Con-Z-epT

Live from NeoGAF, it's Friday Night!
Not possible imo. I went through all optional paths, killed and stomped 99% of enemies in the game, and used preorder credits boost, never bought any consumables. At the very end I've had maybe 85% of all upgrades. The stomp loot is rng but there is no place to farm it, so I think it's all by design.
I guessed so since I'm close to the end now and did it just like you. Makes me miss New Game + even more.
 

Con-Z-epT

Live from NeoGAF, it's Friday Night!
Are people blocking? I think I tried a couple of times and wasn’t satisfied with it. Never used it again. You just need to press down? If I’m walking backwards I’m going to potentially block all hits?
From time to time.

Yes, just walk backwards. It gets better with all upgrades but I ended up dodging most of the time.
 
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