Playtime:
2319 minutes
TL;DR: great game, but held back by bugs and confusing levels. Recommend playing the game to explore and not to accomplish goals.
Synopsis: Peripeteia tells the story of Marie, a white-haired goth cyborg who woke up in a junkyard in cyberpunk post-Soviet Poland. The Polish army is currently at war with the Communists and are also competing with two other ideological factions: the subculturists and the joy cult. Marie’s objective is to go see a bunker, the only memory she has.
The game has 5 levels which take about 2-8 hours, and you return to your apartment to goof off every time you finish. The guns and augs reset between each level, which is something that appeals to me, though this isn’t a universal opinion. In the apartment, the missions can be accessed by logging into a giant lainesque computer.
The gameplay is the best part of the game. Kind of like Deus Ex but better and with parkour.
Most enemies die in one headshot, which should be the norm in twitch shooters; unfortunately devs are retarded and like it when you have to spray and pray to kill things. Both stealth and assault are valid playstyles and are about equally effective, though I’d say that stealth is usually more reliable than running and gunning.
The game has about as much weapon diversity as you would expect from an FPS game: silenced pistol, machine pistol, semi-auto pistols, revolver, AKs, M4, submachine gun, snipers, machine gun, and an RPG. Some of them have different fire modes. Here’s an example of a typical firefight:
Using iron sights gives perfect accuracy, but comes at the expense of vision and lagging mouse movement. The tradeoff feels about equal, though I feel hipfire is a little underpowered, though it beats what most games have: either mandatory or useless iron sights.
Like in Deus Ex, there are augs. The main three are night vision (which I am using in the former clip), a mid-air jump, and enhanced mobility. These skills can be combined to climb basically anything. Unsurprisingly, there’s a massive issue with noclipping and getting out of bounds, which leads to some funny speedruns.
There’s a lot of inventory management in this game, not even the magazines and ammo are loaded in automatically. Not sure how I feel about it overall, but it does make the game feel more realistic.
Hacking in this game is guessing a password. You have a limited number of attempts and time to do it, and you can enter as many letters as you desire. If you get close to the next letter, the key flashes yellow, which eases the process. Not realistic, but fun.
Some of the gameplay elements, like trespassing and the detection meter should have been better explained in the tutorial; I got killed by Junker Filemon in the first 10 minutes of the game because I was trespassing and incorrectly assumed he got mad at me because I didn’t have the lightbulb. Otherwise, I thought the game was intuitive.
The game fuses y2k cyberpunk aesthetics and anime, which look great. It's not very well optimized, I get about 100-150 fps with my rig (close to minimum graphics, 24 core threadripper, 128GB of 4Mhz RAM, and a RX6600 8GB). On the bright side, I encountered zero (zero) stutters, which was impressive to say the least.
The resting/normal music was pleasant, but personally I didn’t like the combat music, which was too distracting and obnoxious. It suits the game well, but it’s not something I would listen to in my free time. Of all, the party music was my favourite.
The game has a lot of bugs, which is unsurprising as it’s early access. As a reference, I’d say the game is about as bugged as vanilla Skyrim (which is not a compliment).
Missions 1 and 2 are great, mission 3 is a good, mission 4 is a nightmare (though I think that’s the point?), and mission 5 is fantastic, but a bit confusing. Because there is no map or objective indicators, sometimes it’s easy to get stuck because of misunderstandings. Often one cannot blame anything but themselves for these, but they are bound to happen at least once, but objective markers/maps make you turn your brain off.
The maps are incredibly large, I’d say that levels 1 to 5 are comparable to Skyrim’s outdoors in terms of size. Exploration results in the discovery of several side quests and secrets, which gives the game a lot of replay value.
For now, the story is not particularly bad or good. Missions 1-4 are lowkey, but stuff starts happening mission 5. The narrative is lacking in terms of direction, I feel like the game often wants you to do things on your own without outside directions, but that doesn’t work that well when you are new to areas and the game. There’s logs of conversations and a journal that catalogues Marie’s thoughts as she moves through the game, which are both incredibly helpful, but I feel like the journal should give more hints than it currently does.
Proposed fixes:
- It’s hard to keep track of everything that has happened and what you are trying to do. I suggest the implementation of a diary stored in Marie’s apartment that gets updated every time she finishes a level, which details all finished quests and found secrets.
- The necessity of night vision makes the experience uglier than it should be. I’d recommend making the indoors brighter to compensate for the dark outdoors.
- A little too much time is spent running around and backtracking ala Metroid; I propose making the maps a little smaller or adding a teleportation mechanic. Surely one could make one in a cyberpunk that is lore-consistent without the need to implement fast-travel. It’s low on the list in terms of priorities, but it owuld be a welcome change.
In their kickstarter, they also posted stuff they plan to implement into the final version of the game: I count disguises, more weapons, interrogations, voice dialogue, and animated cutscenes. All of which sounds cool in theory, though I think the weapon diversity in the game is good as-is.
👍 : 14 |
😃 : 0