Cyberarmy
Love fool
Ban-wagon?
Ban-wagon?
Does anyone have a list of the portraits and the people they are based on? Some look like random people, but there's some obvious celebrities in there and internet personae.
Saw Jay, Jack, and Mike from RLM (no glorious Rich Evans yet, unless I missed it). Saw what looks like Taylor Swift, George Soros, and some others.
I'd have said this probably is a bit too meta but in how goofy the setting is, it works out well and it's awesome that so many random characters have unique portraits.
you can think that tweet above is seth reference..
more likely its not though, just your bias
Melee combat is apparently useless except in the beginning of the game.
but I also read that it limits the range that enemies will aggro you as well.
Melee combat is apparently useless except in the beginning of the game.
This was before they expanded it in 1.1(?). Now its viable till endgame with some choice weapons and iron shield. They added unlocking of h2h "moves" at certain Marshal Arts skill level, think Fallout 2.
The Boom Glove for example can one-shot with an aimed head punch, 5 AP. The only thing that could do that before was the Chainsaw for 6 or 7 AP.
The Quality Knuckleduster is great early craft weapon, 2/3 AP. Also people seem to miss you every now and again, earlier they would hit you always.
but I also read that it limits the range that enemies will aggro you as well.
Just so you dont waste your time, with 199 Sneak you can not get closer than 5 hex even when enemy is stationary and you are behind him.
I only noticed that with high sneak it is rare to be placed in middle of enemy group with random encounters and so you can always position yourself better and get first turn.
I dunno dude! I played a lot of games like this (even though only one if memory serves overdid Atom in this regard). I find it cool, the team finds it cool, a good third of the positive reviews and half the "gaming press" likes it. It's much harder to skip certain pages in a book, than to ignore non essential NPCs, and if you don't want to ignore them, you get lore and maybe some XP or even a tiny quest in return. As long as the player can tell who's important and who's not, it's depth that is left for those who roleplay like our team does. As for the containers, yeah, Trudograd is safe from useless ones at least for now. Hopefully forever...Atom doesn't even have fanboys. Dude, the NPCs tell you stories and nod and wink to quests or happenings in the game as much as they are for flavor. You never spot an NPC that looks like it does not belong in this world (unless it's a time traveller from the circus or the Warhammer parody thing). NPCs build this world, and ofc you can ignore most of them, there's no problem.
I've never played a game that does NPCs the way ATOM does. I believe there is a reason for that, it should tell you something. The documentary film crew interview approach is boring and conditions the player to ignore the NPCs. If people are ignoring the NPCs, or any content in the game, that's a problem. Saying that people can just ignore NPCs It isn't a good answer to the criticism. It isn't good design. Players shouldn't want to ignore things, they should be excited to interact with them. Imagine if I identified a problem with pistols in the game, and you said, well you can just ignore pistols! It's true, I could just pick a different weapon, but that doesn't fix the problem with pistols. If you were writing a book, and included background stories for every person on the street unrelated to the plot, the book would be bloated, plodding, meandering and tiresome. Any editor would tell you, hey you should cut some of this. It's the same with the game and the NPC dialogue. It should be efficient, interesting and as spare as possible. I'm a person who really likes to read, and I feel like a lot of the writing in this game wastes my time. No one likes to have their time wasted.
Consider the containers in ATOM. You acknowledge a problem:
Also, I recently figured out that containers can just be made to look broken or opened and empty to lessen the amount of containers.
Not every container shown on screen needs to be interactive, it's exhausting and bad design - some can be broken or already opened. I agree! Otherwise, I just start ignoring the containers. It's the same deal with the NPCs. Not every NPC needs a full backstory, some can just give simple barks and that's fine. It keeps the game going at a brisk pace.
Thanks for the review. It's weird that happened in the training battle. He should've attacked as you told him. We'll do a check on that one. On sound: Most of us don't really care about sound in games, so that's why it's like that. However, we'll be actually paying attention to it in the Addon. Our soundguy insisted on it. We have a city ambient, a cafe ambient, a dark street ambient and all that. Doesn't bring me more into the game at all, but I guess I just don't like sounds very much. About the UI: It's a very unpopular opinion, but I'll say it: just like Atom itself, the UI isn't actually a copy of the Fallout 1-2 one. It's stylized to look the same, but it has MUCH more modern conveniences. Not enough to seem like a modern UI, but I really don't get how modern ones are better than old style ones.If anyone is interested in first impressions of a guy that spent 1-2h playing it so far..
I liked the opening cinematics and the main menu where you got a guy that walks away and sounds become quieter.
I am not sure how I feel about the tutorial section where you are left to wander around on your own until you run into areas where stuff is happening. But once I did wander in, I learned useful stuff. Only problem was the battle vs two dudes. Tutorial pop up comes about how you can command your companions and I tried to do that on the one dude that was in the arena on my side of the battle and he never did anything the whole battle (I held left click on him, chose choose target and pointed him at same guy I was attacking).
Then you get a mission and the ambush part and that was kind of OK. Kind of cool how you get to battle them (and lose of course). Then a little sequence when you go to cross the bridge. But that part is funny because it seems like you were next to village but decided to camp outside anyways.
Then I ran around the village, killed everything I could find and looted all I could. Found the secret room and the old guy and the stash. Talked to guards and a couple of people in the village. Ended after I talked with that other ATOM soldier (who is a jerk).
My impressions and problems: Graphics are kind of weak and without enough details (everything is brown). Sounds are even weaker, I miss a good soundtrack but mostly I miss people sounds. The game does not need VO but it needs background sounds of people and other stuff. Game sounds lifeless. UI is basically a copy of Fallout 1 and 2, not sure why. That UI can and should be improved, not copied. Also when I want to melee stuff but enemy is out of range my character didn't move automatically to them to attack.. no need to have these kind of limits in 2018/2019.
Crafting is the worst part. Why the random roll to succeed? I got 30 or 35 in crafting and I fail more than I succeed even the basic recipe (bullets for pipe pistol or bag). I didn't save scum and save scumming should not be basic design. Even worse is that you lose the materials when you fail these checks. At least I got lucky crafting the basic unarmed weapon so I can fight with something.
Writing has spelling errors and it is strange in English. You can tell it is not written (or at least edited) by a English person or writer sucks. I hope it gets better later. For comparison, Underrail has much better writing and that one is made by a Serbian. Maybe it gets better later.
Combat was slower and less interesting than Underrail. Camera is too close to characters, I had to fiddle with camera all the time. At one house my character didn't want to enter it. It took me 10 attempts of different positions and camera angles before he would enter it.
My conclusion: If I was not a big Fallout and Underrail fan I would skip on this game. So far it is just a noticeable worse version of both.
I guess if you put it that way, it kinda works. Non-whores sure are rare in the wasteland. We're trying out NPC voice things when you click on them. Like, if you click on a guy he says something akin to "What?" even though his dialogue might be something else. This kind of VO doesn't trigger my hatred for first line of dialogue voiceovers, and yet gives some life to the game, since we really skipped out on cool ambient sounds before. I liked that metro cop story too. Even though we made it randomly because one of us accidentally dropped too many skeletons in that area!Nope, unfortunately not. She's a saint and all that.Everyone but Katya's writer thought that to be a great idea. He's blueballing a hefty chunk of players. At least let us have sexy times with her, geeez!
so you cant sex her up? whew and I thought I fucked that up by telling her about her fathers fate. I would treat romances as sidequests and stay away from making them possible with partycharacters and shoving them into the players face. This way the player can chose to do it or leave it be instead of being forced to read whatever cringy shit and cringy options the writer thought would be romantic and kinky (not being a shit writer also does help).
its to meet pretty girl who is not whore or/and slut Comrade, from what we did I can imagine my PC and Katya married and had children after game finished, I am sure Comrade Kovalyev will be proud watching them from the People's Militiamen Heaven. Also loved the fragment about ex cop who returned from retirement and lead survivors to Metro station its was very satisfying to find out what happened to svolotch who did not let those poor people in.
As to voice over goes my advice is to not add them Comrade unless you do have some quality and cheap voice actors... maybe some lines for Companions would work like in Arcanum but for me this game is already for players who were educated by glorious Soviets to read and don't need such capitalistic luxuries. Add some more portraits, Russian and Soviet weapons (Like Cult HMG Maxim), quests and stories who were in majority fun and added to game.
But you can unlock a lock if you lack one point of lockpick! Same with tech. Might take more tries, but yeah, you can unlock and fix with less skill than the game asks for. The only place the % system does not work is in the dialogue checks (and only sometimes). This is the thing about making a game with freedom. If a player is to be free to play like he wants to, and not be stopped half way into a dungeon because of lacking a single point in a skill, this game must also have savescumming. But savescumming is a choice. Some of the best games out there let you manually give your character 18\00 18 18 18 18 18 instead of rolling for a good score on your own. Does that mean you have to use that built in cheat? I don't write guides, so I'm not to blame for them, as well as for the inconvenience of savescumming. If I wrote a guide, it would advice the player who picked Technophobe to roleplay being scared of crafting something apart from cigs, and not trying it. I really don't like the system we currently use, but I don't see any faults in this. Apart from having the 20% failure rate at 50 skill while making a cig. That's weird. It should have a 99% success chance. We'll check it out.Like you can't pick some locks because you lack 1 point of Lockpick? Or you can't fix the turbine because you lack 1 point of Tech? Maybe I'm wrong, but my assumption is that few people will nitpick like that. I've never seen anyone say why can I pass this Speechcraft check with 90 but not with 89. Anyway it's not about stopping savescumming, it's about not encouraging it. Right now, even if players take Technophobe, they're able to craft anything with 2 cigs + magnifying glass + savescumming. Why would anyone put points in Tinkering? Even the quests that check it require no investment in the skill. Then the failure chance is too high even after meeting the soft requirement, cigs supposedly require 2 Tinkering, at 50 I still fail like 20% of the time so why bother increasing it. What you have in place basically encourages savescumming. When nobody invests in the skill, and even the most viewed guides say there's no need to invest in the skill, doesn't that mean there's something wrong with it?On Tinkering: some recipes cannot be done (at least are supposed to be impossible) even with savescumming on low tinkering. A man can savescum most of things in a game where reqs for success are not completely tied to a certain number. Games with freedom and success chances will always be plagued by the possibility of savescum. I'd rather leave that in, than make it so you can't craft some thing if you lack 1 point of Tinkering. That's even worse!
Thanks!! We do have a few attention checks that give out more details. Some are invisible for the player, as are some Charisma checks. Playing a low Cha and Att character usually makes it so much less of the NPCs talk to you with their full dialogue. The system is a bit more dynamic in the addon as of now, and we basically fixed the totally "useless" NPC problem by making EVERYONE be a part of some quest. Having everyone have a full dialogue is one of the unbreakable rules, but we're trying to make it more appealing for those who don't like this approach. I predict you'll like Dead City. Everyone likes Dead City!Crafting is the worst part. Why the random roll to succeed?
This is bothering me as well. I'm at the 2nd bunker of the game (Mountain of Woes). So many containers to picklock/open is a huge pain the ass. Gives me Expeditions: Viking ptsd.
Anyway, I gotta admit a lot of love and care went to the NPCs. Despite what I said before about them being infodumbs, you can tell a lot of work went into making each one unique. I would have liked to have seen that attention aimed elsewhere. I would have liked more sensible exit zones for certain areas (e.g. Factory - why not move the exit zone closer to the camp instead of wasting the player's time, same goes for the castle in Mt of Woes).
Once I lowered my expectations I gotta say I'm enjoying this a bit more. I think it was waaaaaaaaay too overhyped for me here on the codex, however it's heart is in the right place. Hopefully the Dead City brings some incline to the title since that's my next destination.
Edit: Gunnar left an important post near the bottom of the last page. I also advocate that the devs should re-approach how they handle dialogue with NPCs. While it's probably too late for the expansion, it would serve them well in future titles to try something else. Why not mix in some Attention checks to reveal more expository/descriptive text instead of dumping it from the get-go. Also, I'm glad that Atomboy acknowledges that there are way too many interactive containers in the world.
I saw this post a while back. We're making what might just be the last ever bugfix patch for Atom (UNLESS MORE BUGS ARE FOUND, AND THEY WILL BE I JUST KNOW IT!!!!) this lefty thing is gonna be there, most probably. Thanks for suggesting! That's something we should really care about.Btw, only the left ALT key is recognized as being an ALT key. I think the same goes for the CTRL key. That makes it hard to play left-handed.
Hey! Thank you. Real glad you like it! For the things you mentioned specifically: Yeah... I feel like that too. There are reasons bigger than me for not changing it in Atom (though we patched it a lot and it shouldn't really be too bad, even though the idea itself sucks. It would suck to just fuck up all of the characters people now have by making something normal. The game is almost a year old. So, the tree is gonna stay in Atom, but for the Addon we conjured up a SKILL WHEEL. It's much better than a tree. We'll test the shit out of it, and if it sticks, I'll personally make a mod adding it to Atom. I wish I could tell you all the reasons for that tree... Alas, my lips are sealed! Containers are gone. Addon dialogues use much more of the fringe skills like Survival and Tech. Though Speech and Cha are still king, since it's their role to influence stuff in dialogues. Still, by the end of it, I think only Tinkering will become truly useless in dialogues. Trudograd is a high tech city, so Tech will be used a lot. As for the soul, I remember writing Kovalev half asleep side by side with 3 more characters. He didn't really get any special treatment. Just turned out like that. We'll keep on making everyone talk, but I think they'll give much more reasons to talk to them in Trudograd thanks to the new dialogue writing principles we agreed upon.Hello Team Atom!
Here is some feedback after 40 hours in the game...
What I liked the most was feeling you guys managed to nail so perfectly. World, setting, people... it all just meshes well and I liked the ruski take on the post apocalypse a lot. It was refreshing.
Progression is also very nicely done and I enjoyed my poor brick wielding lady and crafting shivs that kept breaking trying to kill that damn rat. Then finding some decent weapons and smacking few caravan guards and getting all that nice shiny loot. Then getting raped by those headhunters and losing all of my stuff again. Yeah..... but seriously, good stuff.
I'm still not done with my playthrough and already I can't wait for that expansion.
I do hope you guys won't stop updating the base game tho. Cause I'd like to see it become a real classic (and I believe it can) but there is still a lot that can be improved.
Been following this thread for some time, so I know everything has been listed already, but I'll say it anyway, cause it comes from a good place:
- skill tree... yeah... just... not working, not working at all - honestly, I think original Fallout did it perfectly
- locked containers with no loot - nope, don't do it... that's just bad game design and as you mentioned yourself already, a LOT of containers should just be opened and looted so you can see it straight away and not waste your time
- speechcraft... speechcraft everywhere - more skill variation is always good
- npc interviewing - here, I think Gunnar was spot on with everything he said. Some characters like Comrade Kovalev had so much soul, it was amazing. And I kept wondering all the time how much more of those awesome characters you guys could've made if you saved the time and effort from writing those other npcs that had no real interactions with the player but they still had all those standard interview options and unique but boring stuff to say. I understand that most of people in the world really are boring, but I really think some Fallout style barks are enough to let me know they are boring and would just waste my time. Or if you really want to make it different... well, why not just make them have unique avatars (as they already have, cause those are cool) and tell you some interesting one line info straight away, as soon as you click them. And trim down the fat. Just useful, but maybe sneaky bits of info. I know it's not realistic, of course, but it would work a lot better than having the whole interview process every time. And we would still get to see their nice and unique avatars AND they would actually help us! ...instead of making us feel like going on a murder spree
Well, that's it for now Comrades and good luck with Trudograd! Fingers crossed it comes out this year!
GameBanshee review: http://www.gamebanshee.com/reviews/122554-atom-rpg-review/all-pages.html
Introduction
Have you ever wondered, while playing Fallout, how a nuclear conflict of such scale could have affected the other side? Well the developers at the very aptly named AtomTeam clearly did, and after a successful Kickstarter campaign followed by an Early Access phase, they have produced ATOM RPG - an isometric role-playing game that takes place in the Soviet Wasteland.
ATOM RPG is subtitled as “A Post-apocalyptic Indie Game,” and that's exactly what you'll be getting if you decide to purchase it. It looks and plays a great deal like the early entries in the Fallout series, and seeing how that series is now a first-person shooter and on some occasions an online survival game, getting a proper new isometric “Fallout” is not something to be overlooked.
With ATOM RPG getting its final content update back in May of 2019, I decided to see for myself whether it was a worthy spiritual successor or a low-grade clone.
Soviet Fallout
While most spiritual successors wear their inspirations on their sleeves, ATOM RPG completely drapes itself in them without a slightest bit of shame. Immediately during character creation you'll know you're playing Fallout. Seven attributes, a bunch of skills that go up to around 200, and up to two unique traits that provide both a bonus and a penalty. Some things got changed, others rearranged and all the traits are new, but it's all fairly close.
The similarities end when we get to perks. In ATOM RPG that whole system was drastically overhauled and instead of getting level and attribute-gated perks every few levels, you have an ability tree. The tree branches in eight different directions and each of its paths represents some particular theme, like automatic weapons, martial arts, or exploration and survival. The more abilities you get, the more points (you get 2 per level) the next one will cost you. This creates a situation where you're able to front-load your character with useful abilities, but later on you don't get a lot of them.
This system has its advantages, but it doesn't really work that well because it forces you into rigid builds. You're using rifles but the ability that makes it so you don't need high Strength to use heavy weapons is in the automatic weapon tree? Tough. You want to use heavy armor without penalties? You have to start going down the armor path early on. This way of doing things limits your character-building options and as a result doesn't feel at all satisfying.
And in general, ATOM RPG sits in this weird spot where some of its features feel like direct copies of what Fallout had but with minor alterations, while others change things for seemingly no reason and those changes pretty much never improve the overall experience. An example of the latter is the aforementioned ability tree. As for the former, you have the inventory screen - it's the same as Fallout's only now you have two rows of items.
Still, while the game follows its predecessors a bit too closely, and the new stuff it introduces doesn't exactly push the genre's boundaries, all of it is at the very least competent, and at the end of the day, you won't hear me complaining about a chance to play more Fallout.
Atomic Wasteland
The game's story follows a member of ATOM, a secret military organization that has a lot in common with Fallout's Brotherhood of Steel, on a quest to find a missing general. This quest will take you all across the game's multiple overworld maps and their locations that include dilapidated pre-war bunkers, an assortment of settlements doing their best to survive the aftermath of a nuclear war, and plenty of various points of interest in-between.
What sets ATOM RPG apart from Fallout here, is the fact that this time around we'll be exploring a post-apocalyptic wasteland that started off as USSR and not USA. The game positively oozes a certain unmistakable Soviet charm and most of the time feels quite authentic. Locations, characters, decorations, weapons, and even quests all feel right at home in this drab and grey communism-laden atomic wasteland.
The game's NPCs deserve a separate mention. Pretty much every character you meet on your journey has a unique portrait and something to say. Right off the bat you may not notice this because the game's dialogues are structured in a way that makes it seem like you get exactly the same dialogue options every time, but each NPC reacts to your questions in a unique way. Sometimes this can lead you to a new quest, more often than not it's just there to add some flavor to the setting. But if you're in a mood for some immersive reading, you'll find no shortage of text, as the game is not limited by voice acting of any kind.
The game's dialogues and quests offer plenty of opportunities to pass skill and attribute checks and engage in some of those coveted choices and consequences. Some of your actions might change the game's world, while others are more minor and easy to miss. As an example, during one of the quests you can help a struggling author to get published and if you do, you'll soon start noticing the game's merchants selling his books.
Plenty of quests have multiple solutions and the game isn't afraid of letting you fail spectacularly. For my playthrough I decided to go with a carefree approach to see what chaos I could cause that way, and for the most part, the game was able to keep up.
And while that's pretty impressive, unfortunately, almost right from the start the game starts to undermine itself by trying to be funny and assaulting you with endless references. Video games, movies, public figures, famous quotes - it's all there. The references are everywhere, they're extremely obvious and feel completely out of place. Now, don't get me wrong, an occasional reference or an out of sight easter egg are perfectly fine, but ATOM RPG overdoes this to such a ridiculous degree that it becomes very difficult to take the game seriously, especially since a good chunk of the references have absolutely nothing to do with the game's Soviet setting.
Which is a shame, because the actual writing, some minor translation issues aside, can be quite engaging. But then you'll be reading some dusty old diary in a bunker somewhere, getting your fill of lore, then suddenly out of nowhere the game will throw a very obvious line from Planet of the Apes at you. And immediately that somber post-apocalyptic illusion is broken and any sort of immersion you may have been feeling is gone. The references aren't exactly clever, subtle or funny either. They mostly just go, “See? This is a thing you know. Now laugh,” and never extend beyond that.
What's worse is that if you stop and think about the game's setting for more than a second, it doesn't make a lot of sense. See, in ATOM RPG's universe, the bombs dropped in 1986 and the game is set in the early 2000s. As a result, most of the people you meet in the game have lived through the apocalypse. But they don't act like you'd expect the Soviet people from 1986 to act. Most of the times, they don't act like a more rough and grizzled version of those people either. In fact, the game's NPCs tend to have two modes - falling back on Communist ideals and treating them almost as a mystical religion, and saying things in a very casual modern-day way.
It should be pretty obvious why the second option is bad, though I think the translation may be somewhat at fault there. But the first one, while great on paper, doesn't really make sense because not enough time had passed for these sort of ideas to spread and become commonplace.
Which is unfortunate, because those moments are where the game is at its absolute best. At one point you get an opportunity to exorcise a demon by the power of Communism and it's exactly as ridiculously funny as it sounds. Another quest has you storming a junkyard to save a statue of Lenin from being destroyed because a bunch of people believe Lenin to be a psychic deity who uses these statues as conduits for his power.
Fallout combined a Mad Max setting with patriotic retro-futurism. That was the high concept there. ATOM RPG doesn't have anything of the sort. It lacks a sense of direction and fills that void with a bunch of elements that don't fit very well together. Mystical Communism could have been that thing, but in the current state it's severely underdeveloped and has to compete with aimless references and numerous story elements lifted straight from Fallout. As a result, it feels like the developers gave up their shot at creating a universe with any sort of memorable identity for a bunch of cheap jokes. And that's a shame.
If you can get over the annoying references and the shaky foundation, the game's overall atmosphere is actually kind of great. The props and items all make perfect sense for the time period and setting, and it's obvious that a lot of care went into crafting the game's world. Some overarching story elements are fairly neat, like the drug ring quests sprinkled throughout the game. Just get through all the fluff and filler, and you'll find plenty of great stuff.
The game's companions are pretty outstanding as well. There's not a lot of them, but they all have unique personalities and their lines are usually a joy to read. Apart from my main character, my party consisted of a spy turned bartender who liked to pretend he was Cuban, a completely deranged but nonetheless legendary writer, and a larger than life marine who somehow managed to get his brains eaten by a mysterious parasite, but if you think that slowed him down, you know nothing about the hardy Soviet marines.
The Red Army
A nuclear wasteland, Soviet or otherwise, is not exactly a friendly place, so expect to be solving a lot of your disagreements through combat. Just like in Fallout, in ATOM RPG you get two weapon slots, regular, aimed and burst firing modes, a number of action points based on your attributes, and initiative-based turns.
In combat you control your main character and can suggest a general course of action to your companions. Your enemies possess a basic AI and either charge you and start attacking as soon as their weapons allow them, or try to run away and break line of sight if they don't like their odds.
It would have been nice if the project's scope and budget allowed for a more complex combat system. More Fallout Tactics, less Fallout. Carefully crafted tactical encounters, level design that allows for for various creative approaches and line of sight tricks, different combat stances, silent takedowns - that sort of thing. Before becoming a shooter, the Fallout series went into this direction, and I don't see a good reason for ATOM RPG not to at least try and improve the original formula. At least there are no “cover shields” here, and that's a big plus in my book.
On the level design side of things, what stood out to me was the fact that every map was completely flat. Every building was limited to a single floor. Not sure why that's a thing but all the blocked off staircases felt a bit unnatural to me.
When it comes to difficulty, early on you may think that the game is pretty hard, but that's mostly because you're new and don't have any decent gear. Get a few levels, find a functional gun, and you'll discover that ATOM RPG can be quite easy if you know what you're doing. In fact, if you keep putting points into weapon skills, by the time you graduate from kicking rats, your chance to hit will already be around 99% and it will stay that way for the rest of the game.
On the plus side, the early parts of the game are fairly stingy with ammo, so if you're planning on playing a sniper-type character, you may find yourself counting bullets and constantly being on the lookout for more. I found that to be extremely enjoyable. All the other resources are a bit too plentiful, however. The game has separate meters for radiation, toxicity and hunger, but before long you'll find yourself swimming in antidotes, radiation resistance pills and food. And since you can use food to heal, staying healthy shouldn't be a problem either. Going back to my point of thematic inconsistency, finding what should be rare and valuable resources wherever you go doesn't really make sense in a game about surviving in a nuclear wasteland.
Oftentimes the only thing reminding you about the supposed scarcity of resources are all the rusty weapons you find along the way, but in a roundabout way, these early weapons do more harm to the game than good. See, during the opening sections you'll mostly be seeing the same several guns over and over again, and then when you make a bit of progress, you'll be seeing the same guns but this time in decent condition. Which can make you feel like the game's weapon variety is lacking when in fact this is not the case. Explore enough and you'll discover plenty of cool and unique weapons like experimental gun prototypes, silenced rifles, and even one grisly chainsaw. On top of that, the game features a crafting system that allows you to put together a lot of unique guns, not to mention various bombs, armors and utility items.
I also didn't really like that only the main hub city had a dedicated arms dealer. As a result, most of your guns you either find in predetermined locations while exploring, loot after combat, or get a lucky spawn when trading with a passing caravan. And trust me, you'll be doing plenty of that. ATOM RPG has a barter system similar to Fallout, but the best stores essentially deal in currency only, which makes random caravan encounters the best place to unload your loot. The game even has an ability that makes those encounters more frequent.
But don't worry, you'll get plenty of opportunities to stumble onto caravans thanks to what I consider ATOM RPG's biggest issue - overworld travel. The speed at which you move between locations on the overworld map is absolutely miserable and due to the game's quest design, you'll be doing a lot of back and forth between its settlements. And while at some point you can find a car, the game splits its world between four different maps. The kicker is - you can only drive on the starting one. You add frequent random encounters into the mix, and you get yourself a recipe for frustration.
Technical Information
By the time I got to the game, it was in a good place performance-wise. It ran well, saved almost instantly, its larger areas were quick to load despite the Unity engine, and it didn't crash or freeze on me once.
The visuals aren't particularly impressive, but they get the job done and fit the game's drab Soviet aesthetic extremely well. I just wish we could tilt the camera a bit more. The audio effects are serviceable, but the soundtrack is extremely understated and one could even call it forgettable.
The save system is pretty good and features the trinity of manual saves, autosaves, and quick saves. The latter can be used in combat if that's your thing.
Conclusion
Overall, ATOM RPG has its fair share of faults and questionable design decisions, and just by reading the review you may assume I didn't like it. That's not the case. Sure, some areas could have been done better, some features stick too close to Fallout while others change things for seemingly no good reason, but at the end of the day, even with those faults, ATOM RPG in my opinion is the best Fallout game since Fallout 2.
So if you're looking for a Fallout-style game that you didn't play through 20 times already, let me assure you that ATOM RPG comes closest to recapturing that old magic. And if the developers behind the game learn from their mistakes and work on getting better at their craft, their next offering may end up quite spectacular.
Redacted.The console company I contacted blocked my emails since they're not man enough to say it straight.
Name for mockery purposes pls
I never played a game like this with a controller, so I don't really know whether it's supposed to be the way it is. The folks who asked for the controller are OK with it thankfully, but yeah, my guess is as good as yours when it comes to how good it is. :Di dont own a console but that implementation looks too clunky to interest me if i was playing with gamepad. (though i played only about 2 games with gamepad)
it looks nice to control mouse but i guess it should be made to control game instead? for example, click attack and now it highlights enemies and you swap through them rather than have you move mouse around square by square.
still, good on you for thinking of disabled gamers.
Thank you dude! Hey, when the inspiration for the game you're making was and some would say even now is outside your window, it's pretty hard to miss with your atmosphere.The developers captured 21st century Russia/Ukraine very accurately.(everything is brown).
1: It's a post-apocalyptic setting.
2: It's a port-apocalyptic Russian setting.
I enjoyed the time I spent in-game. The characters are funny and sometimes a good read.
It's not often something like this comes out of the East.
That's what the plan was, yeah. But unfortunately, only other consoles are an option now. Since these other unspecified alleged consoles reply to mail!UNLIKE SOME ALLEGED UNSPECIFIED CONSOLE I KNOW!Also, anyone reading this: is there even a reason to port a thing like Atom on a console? Another console I contacted is pretty sweet and helpful and if God is merciful we'll publish on it... But I honestly don't even know why. We're doing it because we can, and because there's nothing stopping us, but is there a market for such games? I mean I have Numenera and POE sometimes pop out in PSN store, as I browse it, but does it actually sell? It sold on PC, I mean at least I bought it, but playstation? And remember, POE and Numenera look pretty and have cool anime plots, and we don't, and are clunky.
Put it on the Switch, niche titles seem to do better there, maybe because of the portability aspect.
Only if it doesnt take resources and is cheap. I dont think console babies are interested in turn-based isometric games. I cant wait for Trudograd, just finished Expedition and my rpg itch is still itchingAlso, anyone reading this: is there even a reason to port a thing like Atom on a console? Another console I contacted is pretty sweet and helpful and if God is merciful we'll publish on it... But I honestly don't even know why. We're doing it because we can, and because there's nothing stopping us, but is there a market for such games? I mean I have Numenera and POE sometimes pop out in PSN store, as I browse it, but does it actually sell? It sold on PC, I mean at least I bought it, but playstation? And remember, POE and Numenera look pretty and have cool anime plots, and we don't, and are clunky.
I think Divinity won the console crowd over with that coop they have and we won't ever have. But still it's time to try. I really don't know any console people. Who knows. Maybe they really have that craving for serious RPGs.Console peasants played Divinity: Original Sin 1-2. So there's a player base that wants turn-based "isometric"/top-down RPGs. And God knows they need some incline. Might even lead them to PC RPGs.
And what is your duty to the Motherland, if not to spread its incline, comrade!
See, that's real weird! I never cared for sound, so we spent like zero time on it (excluding music, music took as much time as it needed to sound nice and be worthy of that dlc we made way back when). But now it seems like our sound guy was right in asking us to make this whole soundscape thing. Since folks here and on Steam actually notice we don't have one, we decided to put some resources into it and are already making first steps toward having it. We'll patch some of the more unintrusive things with the bugfix-lefthandedsupport-patch in a week or two and make a ton of them for the upcoming addon.If anyone is interested in first impressions of a guy that spent 1-2h playing it so far..
I liked the opening cinematics and the main menu where you got a guy that walks away and sounds become quieter.
I am not sure how I feel about the tutorial section where you are left to wander around on your own until you run into areas where stuff is happening. But once I did wander in, I learned useful stuff. Only problem was the battle vs two dudes. Tutorial pop up comes about how you can command your companions and I tried to do that on the one dude that was in the arena on my side of the battle and he never did anything the whole battle (I held left click on him, chose choose target and pointed him at same guy I was attacking).
Then you get a mission and the ambush part and that was kind of OK. Kind of cool how you get to battle them (and lose of course). Then a little sequence when you go to cross the bridge. But that part is funny because it seems like you were next to village but decided to camp outside anyways.
Then I ran around the village, killed everything I could find and looted all I could. Found the secret room and the old guy and the stash. Talked to guards and a couple of people in the village. Ended after I talked with that other ATOM soldier (who is a jerk).
My impressions and problems: Graphics are kind of weak and without enough details (everything is brown). Sounds are even weaker, I miss a good soundtrack but mostly I miss people sounds. The game does not need VO but it needs background sounds of people and other stuff. Game sounds lifeless. UI is basically a copy of Fallout 1 and 2, not sure why. That UI can and should be improved, not copied. Also when I want to melee stuff but enemy is out of range my character didn't move automatically to them to attack.. no need to have these kind of limits in 2018/2019.
Crafting is the worst part. Why the random roll to succeed? I got 30 or 35 in crafting and I fail more than I succeed even the basic recipe (bullets for pipe pistol or bag). I didn't save scum and save scumming should not be basic design. Even worse is that you lose the materials when you fail these checks. At least I got lucky crafting the basic unarmed weapon so I can fight with something.
Writing has spelling errors and it is strange in English. You can tell it is not written (or at least edited) by a English person or writer sucks. I hope it gets better later. For comparison, Underrail has much better writing and that one is made by a Serbian. Maybe it gets better later.
Combat was slower and less interesting than Underrail. Camera is too close to characters, I had to fiddle with camera all the time. At one house my character didn't want to enter it. It took me 10 attempts of different positions and camera angles before he would enter it.
My conclusion: If I was not a big Fallout and Underrail fan I would skip on this game. So far it is just a noticeable worse version of both.
The lack of ambient noises and especially ambient voices was very noticeable flaw in Pillars of Eternity 1 as well, Pathfinder: Kingmaker had those, at least more than PoE did. I really hope Atomboy & co. works on the audioscape in the future updates/expansions.
From what I played, I remember liking the writing and dialogue even though there are typos etc, didn't feel as generic and bland as many rpgs made in europe which tends lack characterization.
We try to get a good reason for uploading something to the game, because a lot of people didn't like it when we posted tiny updates 3 times a week, so this patch had a TON of different fixes.Wait whole 3.4 giga?
Thank you very much, dude! I really hope you'll like it. To address your other posts: stealth is always on, and it judges the distance at which the enemies don't spot you. So you really can't be solid snake. But it can make life easier for any build to some extent. Also, melee is kinda good now. It sucked during winter and first months of spring, but now we have a lot of dudes say it's OP with the right build.Finally got a chance to play this; 3 hours in, and fucking loving it.
Thanks man! Yeah, unarmed should be fine now, but most of the stuff that rocks are craft weapons. As for the ETA: It's a big addon, which will host a large city and a village and like a dungeon and shiet, so far we made 3 locations out of ~18. But this is the starting tempo - our map makers not only needed to make maps, but also to convert textures and lighting and stuff into wintery-looking and snowy, and snow covered, and make winter clothes. Process is gonna speed up after they are done with this. As for the characters, we currently written 10 out of I guess 50-80 or sp. November or even December will be best to predict an ETA.Bought on GOG with supporter pack, 3 playthroughs at least under my belt.
Just completed an unarmed playthrough, seemed like the game was rebalanced to make unarmed a little better. Battle gauntlet after you kill Hook was nice. After some forgetoff and better character making, I was punching out eyeballs and taking some hard fights with ATOM defectors. Interesting tactic you can do with these guys, pickpocket to remove their grenades, stimulants and reloads....very cool. On top of all the combat drugs of course.
Just wanted to say big congratulations to Atomboy and his team, fantastic game, loved every playthrough.
Really looking forward to some new DLC! Any ETA on this? Will gladly send some more rubles for this.
LOL! You got me... Dang! :D Well they are pretty cute tho!Does anyone have a list of the portraits and the people they are based on? Some look like random people, but there's some obvious celebrities in there and internet personae.
Saw Jay, Jack, and Mike from RLM (no glorious Rich Evans yet, unless I missed it). Saw what looks like Taylor Swift, George Soros, and some others.
I'd have said this probably is a bit too meta but in how goofy the setting is, it works out well and it's awesome that so many random characters have unique portraits.
Ladies are based on.......... prostitute mugshots of course
It really depends on which one you mean. Can you screencap him? It's either a random person from Kyev one of the guys knows, or a Swedish stockphoto person, depending on which one you mean. Unless I'm wrong, we never used Taylor Swift. I think I saw a 4chan list of shemales in the game, and the size of that thing would surprise you! Soros I also don't remember, it might be reviewbrah, they look sort of alike. But maybe he is in there somewhere as well. I paid enough homage to the folks I wanted to pay homage to in Atom 1, so from my side, the DLC will only have random people who volunteer with an HD photo of their face.Does anyone have a list of the portraits and the people they are based on? Some look like random people, but there's some obvious celebrities in there and internet personae.
Saw Jay, Jack, and Mike from RLM (no glorious Rich Evans yet, unless I missed it). Saw what looks like Taylor Swift, George Soros, and some others.
I'd have said this probably is a bit too meta but in how goofy the setting is, it works out well and it's awesome that so many random characters have unique portraits.
Also, 40 hours in, on character build number 3 (I keep restarting to try different builds, haven't beaten it yet), and this game is fuckin' great.
edit: If the dev reads this, I'm particularly interested in the scrap dealer in the entrance of the ship's hull in Peregon (the one you see as soon as you enter into the ship itself). Though obviously goofified into a caricature, the image looks like someone I know IRL.
Nice.
Also, incline of prostitutes in potatolands apparently.
edit: unrelated, but didn't want to post too much for minor stuff. Going through their twitter for info and found this which I read as a reference to our friendly Ugandan warlord/merchant.
Also the number of jokes and references in this game are through the roof.
Yeah, we made a skill wheel. It's much better looking. We'll test it out with the addon.Any news on an updated perk tree, Atomboy ?
Thanks, dude! But there are actually times you can report to Kovalev about the prisoner, ask him for money, ask him for a reward for buying out the prisoner, Dan assassination plot, etc. It's not really that one-sided. Just that Dan's quests are more abundant and interesting because he's a cool gang leader, and not a village chief. Combat might get some funky new aspects in the Addon, but we can't mess with the original game even if we had a better idea. We like combat simple, and are very careful when pushing it into the tactical realm.I'm not very experienced when it comes to cRPGs but here is my review:
I have finished the game, I must say I enjoyed many dialogs and odd humor, it absolutely satisfied my autism though there were referrences that I didn't quite understand. The general atmosphere is generally nice though sometimes I get the impression that is not post-apocalyptic enough.
Despite I like the plot, characters etc, I didn't like how there were not many things I could choose from. In the Age of Decadence, my actions mattered a lot, but in here not so much. For example I wish we had to pick a side on peregon-krasnoslavnovski rivalry. Not to mention the game lack a faction system. For example the game railroads us to work for dan, I mean we can kill him but we're sent there for spying, I was like "okay when do I give report to kovalev?" turns out only when dan decides to remove him.
It would be nice to being able to truly spy against him or work with him. Or disrupt his ties with KRZ and make Otradnoye work with Peregon. Oh speaking of Peregon you didn't let us to make Peregon an Ancap dream come on now.. Safe but bureaucratic shithole KRZ vs chaotic but full of opportunuties Peregon should have been a thing in my opinion. Role play wise the game didn't offer us such possibilities yet it is so promising.
Also combat is just.. bad. I don't know why you guys copied fallout's system considering it's one of the weaker side of the game and not very tactical. The Age of Decadence's combat system is much better and can be adapted in my opinion, I think you guy should revamp whole system, assuming it's possible of course. I mean in the current state of game different builds doesnt matter at all. Also afterlots of grinda certain point you can just skullfuck any encounter due to abudance of drugs and eventually finding good loot. It's just combat is not tactical at all, and I really dont think adding 'covers' in Trudograd will work, because we just don't have a reason to shoot and walk behind the cover. Not to mention 'walk behind the cover' thing forces us even more to make 10 DEX build.
Regardless I enjoyed playing ATOM rpg but the game seems unfinished and didn't find its full potential. I'm looking further for the new developments.
Thank you for sharing your time and answering the people in here. Have you every considered adding nationality or religion to the characters in the game? Like affecting the character build and gameplay? You might shy away from nationalities since it's controversial topic, but you could atleast considering adding several different joinable post-apocalyptic religions and cults in the game. Choices like this might the game more replayable.Wow, that was exhausting! It was 12:00 when I started! It's 15:43 now! But that's much better than not answering. Sorry to keep some of you waiting for 2+ pages, really hope I didn't miss anything. I spent three weeks now writing dialogues, making a super secret new feature, chatting with consoles, listening to new music we got, etc. Like I said in one of the comments we're still transferring textures, items and models into a more wintery look, so the actual game develops with the pace of a snail, but we're doing more work than we did on Atom all summer. We made a really cool quest yesterday, it's really, really good, so good it hurts. Also a famous gaming channel SplatterCat made a video about us https://www.youtube.com/watch?v=0Lx5IrKvH5U look at him go. Apart from that, I guess that's all the news.