LoseTheControl
Hong Kong
 
 
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24 Hours played
For TLDR: A game that requires more refinements. Only consider it if you are experienced in the OG LockDown. Wait for future updates.
  • User-unfriendly multiplayer server
  • Below average UX
  • Weird probabilities
  • Doubtful with AFK

I consider myself as an experienced player of the OG Nemesis with fewer playthroughs in BG ver of Nemesis Lockdown (though only virtually on Tabletop Simulator, I assume there's very few difference between the real game and it). I tried to convince myself that it's a good game and a good PC-adaptation of the board game, but after several games there's just more frustration than satisfaction.

As a multiplayer game, the server list function works poorly. Slow auto refresh rate with no manual refresh makes it time consuming to join a lobby and start a game. Plus you never know whether your disconnection from the lobby is due to game instability or getting kicked by the leader, as the pop-out message never clarifies. And using Steam Friends to join a lobby seems not functioning every time.

The 3D models of the mars base, characters and intruders bring immersive experience that players are trapped in the facility and gotta take every possible risk to accomplish tasks and survive those monsters. The UX, though, kinda wastes the amazing artwork. It's refreshing to have full control of the character moving around the base, exploring rooms and using their functions, but the insensitive control could be annoying by slowing down the intensity. It often require more than one or two clicks to perform an action. I don't know, if the dev wants you to "make sure, reexamine and confirm your action".

Well, at least they make fair explanations on action cards and room functions so most of the players I played with were clear about what they were doing. Yet it is not the case for mechanics that were originally operated by players in the BG, but being automated in this adaptation. What I am saying is the event phase. With the phase checklist and automation, it's , needless to say, more convenient to players, but it's confusing especially when it comes to resolving event card and bag development. In the BG, we can refer to the card drawn, the dice rolled and read it repeatedly before we can clearly resolve the outcome. In this game, things just go too fast and there's no enough time for players to assess the change in the environment. There were cases that all of a sudden a queen popped out of nowhere, couple rooms being flamed and out of work and all of us didn't understand how it resulted. I wonder if there can be a option to tune the speed of presentation of information in the event phase, or simply add a button for players to confirm they have understood the situation instead of going to next player phase directly.

It is sus that the dev want to torture and punish players. The odds of this game are too absurd that frequently the queen spawns in the first turn and kills one player in that turn. Same case for the event that plugs off power of the elevator and breaks every elevator room. There's even once when only a player and me insisted on finishing the game while the others gave up and disconnected. I just watched him/her struggling to survive and still died. You know what, those who went AFK died AFTER him/her. Standing in a room doing nothing did make you safer than exploring around and trying to make things work. WHAT A JOKE.

Speaking of AFK, it's also an issue of players quitting a game on purpose. It's almost impossible to go on with a player (with the character alive) left in the BG, since it's imbalanced for the existing players to deal with inappropriate ratios of intruders, as well as goals that are only applicable to specific number of players. This adaptation, serves as a PC game, just forces you to go on (only if you don't quit as well). I know it's difficult to come up with a proper solution, but at least stop treating those AFK as active players in the player phase. It's time-consuming seeing them still taking the turn, wasting ~10 seconds to pass. Why not initially skip them before starting the player phase to have a smoother game for the rest of us?

Though there are many shortcomings I pointed out, most of them can be fixed by the dev with future updates. I love Nemesis and enjoy the core gameplay. I hope the dev can realize what element in the BG should be retained in the adaptation, and what should be added to smoothen the gameplay.
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