by Lucky777 » Mon Feb 15, 2016 12:25 am
Just as good as I remember, with some improvements to boot.
My only complaints would be that the gather minigame isn't accessible, and that the tutorials don't actually cover all mechanics.
Well, there are some other oddities as well, and some UI issues; more on them later.
As to the positives:
Porn:
- The porn's as great as it was before, and it's nice that Remi's cock cums now.
A shame she doesn't seem to have a vagina, so she's some kind of scientifically modified shemale/new half kind of thing and not a futa, but eh.
Not everybody's into the same thing, so one person can't expect to always win 'em all, whatever.
- There's more scenes too, so that's great.
Tutorials:
This game's most tremendous problem has always been the difficulty involved in figuring out what the fuck is going on, so tutorials are a massive plus.
The level of clarification provided in-game and in the downloadable folder has increased tremendously from the last time I looked.
The persons involved in making that happen deserve some serious kudos.
The game's takin' strides in that "professional quality" direction like a boss.
...And I'm glad that's happening, too, since you can pay actual money and get a version of the game on patreon as a reward, and all.
- There's even some mention made of why blowing up random energy-beam-emitters destroys a ship, and even small things like that do improve my enjoyment.
- Of course, as mentioned earlier, the tutorials aren't perfect, and even in the little time I've spent with the game I've seen some clear omissions.
But it's a DAMNED sight better than what was there in the first place, and it's wonderful to see some optional detailed tutorials in the in-game experience as well.
For the most part the tutorials get the job done and the people involved with them should feel good about their work.
Gameplay
- The minigames are still fun.
The space one has gotten more varied, too, and there's an awesome new defensive raid minigame, very nice indeed.
A shame the gathering minigame's gone, but more on that later.
- Shop:
Cool that there's a point to buying bombs in the space station, since they're cheaper there.
(I'm not sure WHY they'd be cheaper there, but ... still a cool little thing, I guess.)
Nice that you can get the benefits of training without spending an action in there too, by dropping 2000 resources to fuck with your team's genes.
(... I hope nobody grows extra heads or arms later, because of that shit.
Or conventional cancer.)
As to the negatives:
User interface issues.
- I do think that you should be able to see your raid bombs from more places than just the upgrade screen.
Having to go to the upgrades screen every time is too much clicking; taking that out would be a nice quality of life fix for the user.
Adding at least the main screen and ESPECIALLY the Map screen, just before raids, would be better.
Of course, if a person is too scatterbrained to remember he needs bombs to blow up (well, gently ease open) doors in raids, he might forget to check even on the map
or raid screen. But being honest, at that point it's just entirely his own fault, and in no way a UI design problem, if you ask me.
- ...DO You have to CLICK the mod boxes that you can find after battle, or else you don't get what's in them?
DA FAAAAAAAQ???
That's pretty unintuitive, and it doesn't serve any purpose whatsoever that I can see, either.
... Well I mean.
It IS pretty fun to click things and see them opening like treasure-chests, I guess... but either get the stuff ANYWAY, or tell us we miss out if we don't click.
If that's actually the case, anyway.
I'm not sure.
(Also, was it the case that you HAD to click on it in order to even progress, so you were bound to get the contents?
Full disclosure I actually fucking forget. If it is the case that you have to click, though, then this is a non-issue. 'Cause you can't miss out.)
- The interface should show which part of it you're currently looking at.
If you're looking at "mission", then "mission" should be lit up or greyed out or something, and if you're looking at "mods" the same applies.
This goes for every clickable interface-VIEW choice there is.
- The mod system display is also quite unclear.
-- The first thing that should take place is that the symbol for an equipped mod should be different from the symbol for a mod that isn't
even possessed in the first place.
As an elementary rule, one state of an icon should not EVER signify two completely different things.
Maybe the button could have an "E" when the relevant item is "equipped" or something.
-- Secondly, as above, there should be something that indicates which section of the interface is being used at the relevant time, eg if you're looking at hull 2, you should have something on the hull 2 interface which shows that you're looking at it, instead of having to click around and see what changes on the display, to figure out where you're looking at.
So if you're in "hull 2", the "hull 2" section of the interface on the top of the screeen should be lit up or greyed out or something like that.
-- Thirdly, the numbers under the mod buttons don't make much sense to me.
It MIGHT be "the number of this mod that is available" but that doesn't seem to apply to "hull default".
...Actually, it's probably just "hull default" that is the entire problem.
The number doesn't show zero when all the ships have default hulls equipped.
And the light stays on when the default hull is equipped.
-- "Hull default" probably shouldn't even be a mod on the same line as the other mods.
But if it is, then it should function by the same rules, and the "equipped" symbol should be applied to it when it is equipped.
That'd bring consistency to the UI.
PROBLEM NUMBER ONE in this game has always been the difficulty involved in figuring out exactly what the rabbit-eating monkey-fuck was going on.
Inconsistency is one of the banes of communication, and it doesn't assist with the situation.
Gather minigame being gone
Well I mean, that's both good and bad.
It got boring soon enough, back in the day, so its absence is fine, but it also used to be fun for a while, and very pleasantly atmospheric, so its absence is a problem.
It would have been good if we could choose whether to play it or not, with playing it probably giving the possibility of better rewards.
That way the problem would have been solved and a cool part of the game would still have been in there.
Ordinary Bugs, errors and Omissions
- Something seems clearly to be wrong here, either a bug or an omission:
Enemy nodes are getting shields when there is no shield ship in play.
Surely that should be impossible.
If not, one wonders what the use of shield ships is - but much more to the point, it should be mentioned in the tutorials.
So either there's a glitch...
Or there's a vital omission.
(Of course, via the power of figuring things out, it seems that when the yellow bar on the right fills, something happens that is randomly chosen out of 3 outcomes.
They appear to be
1; enemy ships get shields regardless of the presence of shield-ships,
2; lightning appears over your main ship and puts all your powers on max cooldown, and
3; reinforcements arrive.
The fact that shields can be applied regardless of shield ships basically makes getting explosive attack ships either your second or your first priority, unless you use a
laser-happy support.)
- Omission: The effects of the bar filling should be mentioned, even if the shield thing isn't a bug, (and if the shield thing is a bug that should be fixed).
- Omission: It isn't mentioned in the tutorials that having sex with Jeo raises girls' charisma.
(Of course I don't know the actual fluff explanation for that increase, really... but it's certainly nice to have a stat bonus from sex.)
- Error: Although food convert lets you make +50 additional food per cook order per upgrade level, some of the girls don't make even 50 food when ordered to cook.
Like Phia, at food upgrade level 5, she makes 35 food from 100 resources.
It's fine for some chicks to be poorer cooks than others etc, but it's not fine for the food convert description to be outright fucking wrong.
(Also I mean it's a little odd that food comes from spacerocks and minerals and junk, but I'm sure some kind of handwaving explanation can be found for something
like that in there, so that much doesn't really matter. Maybe the resources are fuel for the ship's techno-magical food synthesiser or some shit.
It's no biggie.)
- Bug: The Kim scene resets the number of days you've spent in the area.
So does the Kim scene in the holodeck.
But if you don't reset the days you still get raided in Kim's neck of the woods, although Kim's told her agents to stop.
(Also, the Kim scene in the holodeck resets the days spent in the system even when you're not in Kim's area.
Yoooooooo that's... a lot of different kinds of busted.)
- Bug: Your lasers in the attacking-enemy-ships raid still move with you.
- Bug: Hitboxes still seem slightly janky: I think the beams passing overhead still hurt you even though they don't touch you.
Perhaps they WOULD, lorewise, there could be an invisible area of damage around the massive beams.
But for gameplay purposes I think that invisible area should be made visible.
- Gameplay problem: I've never actually TESTED this but it seems that if the girls always disobey when hungry, then you could get into a situation where there
are LOTS of resources but there's no food, and... the girls won't fucking OBEY THE COOK ORDER to turn the resources into food, so you'll all be starving in the presence of plenty, for absolutely no fucking reason.
If Jeo could cook that'd solve the issue.
He mightn't be particularly good at it, but he could at least feed TT enough to get her off her ass and into the kitchen, maybe.
Next time I get a chance to really sit down with the game I'll go through the rest, but for now that's as much as I'm up to.
Story-telling quality is a different discussion for a different time, and I don't really give that much of a shit anyway.
Game's still some good shit, though.
If I had to rank it numerically it'd be an 8 out of 10, with all the problems I could find just knocking off those 2 points.
Hey, what's fun is fun.