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総プレイ時間:230.2時間 (レビュー投稿時点:62.2時間)
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General Thoughts

You see the trailer and go in thinking its "just" an homage to Half-Life, where instead of being Gordon Freeman you are instead a Dr. HUECK STAHP generic science guy, nowhere near as badass and have to survive first and run-and-gun second, with clear nods to classic Half-Life enemies such as the Pest being the stand-in for the iconic Headcrab...

Then you play some and learn that you weren't just sold a funny Half-Life flavored survival game, you also got a helping of SCP Foundation, and- as far as I have progressed, which is to the end of Early Access- a sprinkle of the early Resident Evil games. Whatever other references and nods to other pop culture and cult classic IPs within the Security Sector and beyond are likely still known only to those cooking up this game in Deep Field, but in my personal opinion, they're certainly making something noteworthy that, while maybe it won't be a talk-of-the-town title like Hi-Fi Rush or Helldivers 2, Abiotic Factor I think is a charming title that deserves the praise and, also at the time of writing, outstanding 97% positive review score.


Gameplay-Wise

Abiotic Factor gives you a slightly more interactive intro sequence-slash-tutorial to the basic controls and interfaces of the game than its most obvious inspiration (which is fair enough, it's more complicated of a gameplay loop than just run-and-gun) while still retaining some old school tech (crouch jumps and crouching in midair can come quite in handy in regards to platforming).

The flow of things is interrupted by going to the main title screen immediately, whereas I think it'd be better to let the player dive right into the facility itself with default difficulty settings with a little warning/blurb letting the player know that the game's settings can be modified like other Survival games- at least, speaking from the perspective of a solo player (and the game at least seems a bit tailored to solo players, what with there being singular unique items in the facility that would necessarily make it so some people would have to miss out on an item unless it was shared. Good for friends, not so much for a public session.)

The standard survival mechanics are fairly unintrusive, you can go a fair bit of time without being pestered to top up on food or water (unless you take certain maluses on character building), the less-common rest/sleep and distinctly Sims-like "Bathroom" meters also try to attach gameplay to otherwise passive functions (Needing to find and/or cook food and drink fluids) by having minigames to make those processes faster which I think is a good touch to keep the player engaged. Radiation also plays a part as a survival mechanic rather than simply being a stock "poison damage" effect, mitigated with certain apparel and further mitigated and partially removed with some medical items.

Stealth in its current form is awkward to utilize. It's standard crouch-to-be-less-visible stealth, I think shadows are more concealing but don't quote me on that- but enemies also simply turn on a dime while idling after hitting a patrol point, and according to some tooltips sneak attacks only have a "chance" of happening (which seems odd to me). Perfectly optional and a scant few enemies cannot simply be outran and navigating the facility to shake a pursuer.

Combat is serviceable and standard; left click to swing melee weapons and shoot ranged weapons, right click to perform a special action depending on what you have on-hand:

With a shield: Block (Holding a shield overrides the special actions for all other weapons)
Sharp Weapon: Throw (with enough Sharp Weapon skill levels)
Blunt Weapon: Prepare a Power Attack, hold to keep chambered (with enough Blunt Weapon skill levels)
Ranged Weapon: Slight Zoom (with enough Accuracy skill levels)

Ranged combat specifically feels clunky and difficult due to a combination of a progression system attached to aiming weapons better and the way weapon aim works- the aiming reticle is present in the world itself, and if you try to aim at something farther than your Accuracy level allows, it goes from a "steady" cyan color with a manageable sway to a shaky, unstable red. This makes trying to hit enemies in priority areas (like the heads on Order soldiers) a frustrating endeavor unless you are pretty much already within melee or gap-closing range, because if you're trying for anything other than a bodyshot and your reticle drifts off your target into the distance behind it, your aim goes wild and you need to wrangle control of it again. While that's a rare scenario (I typically encountered it in Manufacturing West), it's still annoying. I'd suggest making it so there is an obvious "center" reticle at all times so YOU the player know where you're aiming (or trying to aim) and your character's ability to aim is represented by the cyan/red reticle.

Additionally, ranged combat is less incentivised (at least in terms of "stock" guns like the Security Pistol, Submachine Gun and Military Revolver-- I know a military shotgun was introduced/fixed for later Order forces but I've never acquired it) due to a combination of the above aiming issues, scarcity of ammo and relative sponginess of enemies who are your source of standard munitions, as well as the need to replace "stock" firearms with new ones dropped by enemies since they aren't repairable, outside of one certain exception that has an exploit for durability, although that could be intentional design to corral players into using crafted ranged weapons (Makeshift Pistol, Makeshift Crossbow, Scrapshot, etc) which can be maintained and ammo crafted for- but accuracy is still going to be a pain point.beyond being fairly close to your intended target.

Character progression takes place with both acquiring or crafting better gear and leveling up skills through use. Some skills can be grinded relatively simply- Reloading is simple enough to either fire a single shot and reload, or manually unload a firearm and then reload it again. Agriculture seems easier to level by just grabbing the frankly excessive amounts of wild Anteverse Wheat within the world since growing crops seems to yield far less experience (I only seem to get it for topping up farm plot's water supply and growth stages, and none from harvesting grown plants)- but that could simply be my own perspective.



Conclusion

It's Early Access, buyer beware first and foremost.

Second, I recommend it full stop. Even in its current Early Access state with three facility sectors open for gameplay I've gleaned plenty of entertainment and found secrets and other little bits of interest I missed on my first go-through of locations and looking at what my fellow scientists have shared on the discussion board.

Obviously if survival games aren't your cup of tea you may want to pass it over, but the settings can be changed to make the game more Arcade-style rather than survival.

Give it a shake. Embrace SCIENCE!
投稿日 2024年5月9日. 最終更新日 2024年5月9日
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10/10 Makes unga bunga brains chimp out about having Cumber and Dyspo instead.
投稿日 2019年12月15日.
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