bob_doe_nz on 11/2/2023 at 07:00
Needs a better indicator when using melee weapons. Can't tell if I've hit enemies or have been hit by them.
chk772 on 11/2/2023 at 11:46
True, that's one of the things I would also criticize (and which was already very apparent in the first demo). The ranged combat is great though.
Pidesco on 23/2/2023 at 13:50
Quote Posted by bob_doe_nz
Needs a better indicator when using melee weapons. Can't tell if I've hit enemies or have been hit by them.
I came here to say precisely that. I had lots of trouble in the latest demo with figuring out whether I was hitting enemies in melee or not.
ZylonBane on 23/2/2023 at 16:24
Maybe they should add a visual "swish" to your wrench, like they did for the serv-bots when they swing at you.
No I'm just kidding god what were they even thinking with that.
terrannova on 24/2/2023 at 00:46
Quote Posted by chk772
I'm seriously impressed by the new demo. Feels MUCH more refined and improved in about every detail than the first demo.
Still a few niggles, like the melee combat which feels a bit odd, the obvious shortcoming of the level design, which feels a bit ancient, or the interface which feels a bit all over the place. But, it's also a LOT of fun. Good thing I pre-ordered, will surely be the next game I'll play through when it'll be released late March. :)
Agreed. This is much better. I enjoyed the new demo as well. Hopefully the melee combat is improved before release.
Getting used to the new voice acting, will be an interesting new take on the 2072 Citadel Incident. I will still aim to purchase on day one, did not preorder.
heywood on 24/2/2023 at 13:14
Now that I've tried it, I agree, dishing out a blow with the pipe looks almost the same as taking one. SS2 got this right, they should look for inspiration there.
driver on 5/3/2023 at 18:50
So I've just played through the latest beta backer release and... I have some reservations. First off I'll not spoil any of the big changes regarding Citadel, I'll leave that be. While I enjoyed the game for the most part, my one overall gripe with the game is the tiny inventory. With the demo that released a while back, by the time I finished Med my inv was full and I wondered about that. With the full game I was constantly battling with shunting things around, discarding things I hoped I wouldn't need, resigning myself to only 4-5 weapons (as opposed to the 8 you could carry in the original) and having to pass on interesting weapons that I might have made use of in certain circumstances, but couldn't justify dropping one of my more man-stay weapons to make room for it. I did find an inv expander which gave me a 6 more slots, and I'm guessing there might eb at least one more, but I didn't come across it and I was pretty thorough.
Has anyone else played the latest beta? Did you have the save inv problems? The cargo lift/resident evil item chest seemed like a rough patch to manage the smaller inv, but it was tiny too. Of I were to suggest solutions, I'd either say add more inv expanders and put them reasonably early on and/or have ammo not take up space, use the original's ammo pool so you don't have to faff about and worry if leaving ammo behind is going to bite you in the ass later.
D'Arcy on 6/3/2023 at 00:56
I've been playing it (just got to the Reactor level) and the inventory is also something that I struggle with. Especially since they introduced the recycling part, so I keep making several trips to the recycler in order to get more credits (I have no idea how many will be necessary, so I just hoard everything - I do this in SS2 too). By the time I finished the medical level, and even though I had bought every available ammo cartridge and weapon upgrade, I still had 306 credits because I recycled every single object that could be directly converted into credits, and vaporised all the others that could be converted into scrap - which then was recycled into credits.
One thing I disliked was the fact that every time you enter cyberspace, everything is reset. Meaning, you don't get to keep your software from one cyberspace to the next, and also that you have to do it all over again. In the original, and especially with short time periods before SHODAN detects you, I would deal with cyberspace in several attempts, meaning, I would go in, clear up some enemies, then get out before detection. Then I'd go in again, clear out some more enemies, or drill some items protected by ICE, and so on. In the demo, if you get out and get back in, you need to clear out all enemies again. This is annoying.
Two small questions: How can we get to the battery in the radioactive pit in Medical? Since we no longer have the ability of climbing vertical surfaces unless there are ladders, and I don't see a way of dropping from above, I have no idea how to get it. The second one: where is the Research cargo lift? I must be blind, because I'm unable to find it. Found it in the Reactor level and in Medical, but no idea where it is located in Research.
But overall I'm enjoying the demo. One thing that they managed to do was to keep the pace from the original game. No need to run and gun, you can just take things at your own pace and explore everything, which I really enjoy.
driver on 6/3/2023 at 12:51
Yeah, the inclusion of recycling was another headache regarding the small inventory. I noticed it was more efficient to recycle some items 'whole' rather than vaporize into scrap then recycle, which means they take up even more space in your inventory.
The cargo lift in Research is Next to the cyborg conversion chamber, in the central ring Speaking of which, if you find the code to shut down the bot maintenance on that level, I'd like to know. I got my ass handed to me by all the Sec-1 bots that kept respawning. I looked for it in the same place as the original and couldn't see it.
I was disappointed by the reset in cyberspace too, though I usually managed to one-shot each area. The lack of use for the ICE drill also annoyed me as it's only used for removing ICE from enemies now. Not being able to upgrade my software and starting from scratch each time felt like a step backwards.
As for the battery, I think you have to take the hit from the radiation and use the force lifts to get back out. I didn't see any other way.
D'Arcy on 6/3/2023 at 17:55
It's precisely the fact that recycling some items 'whole' gives you more credits that made it a pain for me - it just meant multiple trips back and forth to the recycler, especially to recycle broken weapons, which yield the most credits.
I did find that code. Unlike in the original, where you could find the code written in a small piece of paper next to the keypad, in this case it's in a small data stick that is easy to miss - if my memory isn't failing me, it's in Delta quadrant, inside the room with a view to the room in Gamma where you find the X-22 isotope. The code is also different from the original: it's 371 instead of the original 623. [Edit]Nevermind, I just noticed where the cargo lift is, I was really being blind.
As for the battery, my problem is that even after dropping down to the radiation pit I couldn't find a way to get up to the platform where the battery is. It's not particularly important, I just tend to get obsessed about getting everything.
In the original game it was almost impossible to one-shot every cyberspace area, especially in the latter levels. I always play with cyberspace set to 3 and you get a very short timer, which gets shorter every time.