73 personnes ont trouvé cette évaluation utile
Non recommandé
0.0 h au cours des 2 dernières semaines / 5.9 h en tout
Évaluation publiée le 29 avr. 2014 à 13h34

Avis donné pendant l'accès anticipé
After a particularly long 4-hour session (of multiple deaths) and many other playthroughs, I'm going to give a review of this game, and it's pretty harsh.

Neo Scavenger is a game that has possiblity emanating from its mechanics. The writing is beautiful and manages to capture most any scenario that you're put into. Generally, it prides itself on being a survival, inventory-managing (think Deus Ex) roguelike that is incredibly unforgiving. Maybe a little too unforgiving.

Generally, when I lose a roguelike or a game in general, it'd be nice to have some idea of what I was doing /wrong/. I don't have that sense while playing Neo Scavenger. Most every playthrough, I think I am playing at the top of my game, as best as possible. Enemies can randomly hit you in the head with their fist and instantly kill you, even if you're geared up to the max. Unless you get ridiculously lucky, the cold of the environment WILL kill you. Eating the wrong things WILL kill you. If you got unlucky and didn't find a town, the cold or wolves or zombies or bandits WILL kill you.

It has stopped being fun to play. The UI is there. The mechanics are all there. The combat is thrilling. The art is there, the writing is there, and dammit I want this game to be so much more than it actually is. If you really want a hyper-realistic survival game, especially one as complicated as this one, then I can recommend it wholeheartedly. But if you're looking for an enjoyable, frantic gaming experience (as so many other survival games hope to achieve), Neo Scavenger unfortunately is far, far too luck-based to give any sense of accomplishment.

In addition, over the 5 months I stopped playing, the "skill ceiling" or "endgame" has gotten no higher or larger as far as I can tell. A legendary melee weapon (the crowbar) is handed out basically for free, the warmest clothing can be found in nearly every building, and one corpse's food can sustain you forever, as can the numerous woods, rivers etc. If you don't start out with certain skills (botany comes to mind) then you'll be stuck relying on finding towns to survive. and you CAN'T get new skills aside from the implants that I've never seen.

Overall, I think that with a bit of patching Neo Scavenger could be a great, renowned game. It's not that it needs polish; it needs content, and it needs a difficulty that scales directly with how skilled you are, and skill should /matter/ more than it does.
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4 commentaires
Huhn 21 déc. 2014 à 9h10 
The only solution: get better scrub
Upsilon 27 juil. 2014 à 20h24 
I don't get why people love survival games. You either:
1) Start totally deprived of what you need to survive and quicky die or
2) Start with everything you need and then tediously wait to die.

And death is permanent. You spawn, random this, random that, you die permanently. I don't get it.
Rawsome83 11 mai 2014 à 12h39 
I feel I agree with this review fully. Even though I've only played the demo, I feel with my general experience with roguelike/roguelight/permadeath games, this game is more or less up to chance and RNG when it comes to survivability. I too feel like this could be a rock solid game, because as you said the art is there, the UI, the mechanics, the overall feel of the game and inventory management.. it's really really good!

I just wish this game can let the survival aspect be more dependant on skill of player, rather than pure luck and randomness. It's what's keeping me from buying this title and investing a LOT of time with it.. because I know I would.
Daniel@BlueBottleGames  [dév.] 2 mai 2014 à 17h25 
This is really helpful, kilozombie. Thanks for taking the time to detail some of your frustrations with NEO Scavenger, and providing both pros and cons. This is info I can work with!

Re: luck controlling death, this is something I continue to wrestle with, and I agree that death should ultimately be due to player mistake rather than random chance. I'm hoping I can find the right balance of giving players the tools they need without having to remove permadeath. It's a tricky line to tread!

As for getting lucky to avoid hypothermia, the game should at least give you a fighting chance if you freeze in your first day or so. There's an abandoned car encounter with a sleeping bag inside that spawns in cases when the game starts with cold weather. If you didn't get that sleeping bag, there could be a bug! (Do let me know!)

In any case, thanks again for the constructive criticism!