If you're wondering whether or not the game is worth your money, this is for you. Just skip to the last paragraph if you want the TLDR. Let's start with the good and what this games does well: Your status within the world of Forever Winter is really fun. You're the nobody, the hobo who's barely scraping by, and have to watch people with tremendously more resources have all the crazy fun like piloting a mech and dominating a battlefield. You are the ultimate underdog, and pulling off big kills with a full bag of loot and extracting successfully feels satisfying. The gameplay loop of dive into one shade of hell or another, loot, perform up to 3 optional objectives, and escaping is easy to jump right back into whether or not you successfully extracted from your previous mission. The game allows you to really hang out and get everything you want done on a mission, or short 3 minute speed runs of grabbing what you want or need and getting out. Being forced to stealth past platoons that will 100% dirt you, without being spotted by them or other enemies will definitely get you to hold your breath as if making the slightest sound will result in your life ending. Mission and mission rewards will guide you toward higher and higher level gameplay, rewarding you with better weapons, more money, etc. Now for the not great, not horrible, and potentially improved massively: Top of the list for not so great is sound design. It's not the worst, but trying have spatial awareness and make choices based off of audio is barely functional. A squad of 6-9 dudes jogging around a corner from you in a concrete catacomb will sound dozens of feet away even though you're right about to be in the middle of their formation. Weapons a distant rifle reports are only partially informative as to where a big fight has broken out. The sound of killing an enemy whether from a head shot or toe shot is always the same, which robs a lot of the satisfaction from airing out an enemy's cranium. I'm sincerely hoping this improves as the game develops further. Each character or "class" only somewhat feel different from one another. It's basically just movement speed and weaponry you're allowed to use. The skills for each weapon amount to additional accuracy for the most part, which makes unnoticeable differences. So I main the heaviest and slowest option, because he can use the strongest weapons and is able to increase his carry capacity in his skill tree. I'd accept the lower carry weight on others if I was allowed to use an SMG and a grenade launcher, or heavy rifle and pistol, as examples. Just think this is a weakpoint at this stage of the game. Character/classes really need more useful differences, especially since characters who cannot use heavy rifles hit a ceiling way earlier than those who can use them. The weapon variety is great, they (mostly) feel great, even if the audio leaves something to be desired. Being able to lean left and right to peak around corners is almost great, but needs more range to overcome the rough geometry (more on that in the horrible). Your support hand on several weapons obviously hasnt been focused on yet. Some weapons like the M4 and M4 spectre basically need to be hip-fired since your support hand is completely obscuring your sight. But there's no reason to think this won't be fixed and polished later. NPC mercenaries are a great concept that will likely be an awesome part of the game later on, but for now they are mostly a waste of credits. As of now, we have no way to give commands such as "stand down," or "retreat," means once they get into a fight they're going to die unless you kill EVERYONE aiming at them. So, for now, they are temporary inventory space that die in really unfortunate locations where you will be forced to abandon their loot more often than not. Quality of life stuff for looting and selling your loot would be appreciated, it's not horrible doing everything manually as is. And lastly, the horrible: The absolute worst part at this stage of the game's development is by far the rough geometry of the game. You WILL have lots of shots get swallowed up by invisible walls. Sometimes leaning can overcome this, but you need to really learn the spots on the map where you defend with an actual advantage. I don't think this is going to be the status quo of the game later on, but it's going to take a lot of refinement passes over each map to polish this stuff out. Considering the devs are currently working on more maps, I also don't think we're going to see those invisible walls get addressed anytime soon. Enemy AI is obviously super early and basic at this point. There are symbols above (most) enemies to inform you about whether or not they're alerted to your presence, are searching for you, or have no clue you're close. However, the enemies you NEED to know this about do not always behave in the way their symbol or lack thereof would suggest. The really strong enemies that can one shot you will sometimes turn and shove a failed mission right down your throat no matter how close or far you are, so long as you're within their line of sight. It's especially frustrating when you realize how overpowered stealth is 99% of the time. You'll *feel* like you're doing everything right one second, only to be considering if recovering your gear is even worth it in the next second. Stealth... so... aspects of stealth could go into the what the game does great category, but with the really strong mobs not caring how stealthy you are... it's not great. The are instances where simply being crouched will cause a platoon to be unable to see you, walk into you and get stuck behind you as they want to go in the direction you're blocking but aren't yet smart enough to figure out another path around you. This is probably the single most immersion breaking aspect of the game. There will be times when you feel like there is no rhyme or reason to why a random euruskan squad doesn't see you or all decide you've offended their ancestors and must die asap. Lastly is the home base and upgrading your home base system(s). You need water to keep from getting everything reset, which isn't too big a deal. You theoretically can save up 3 months of water and therefore wouldnt need to log in for up to 3 months without losing your base's upgrades. However the upgrades don't seem to be working as of yet, since once you logout, your water storage upgrades will disappear and you cannot try to get them to work again. The crafting upgrade doesn't seem to work yet either, as no matter what you'll only be able to craft a single type of ammo. No other ammo types and, no weapons, and no weapon parts. Final thoughts: As of version 0.1.37673.0, I think this game has a lot of potential. I actually think the devs want and plan on fulfilling that potential. Especially since they didn't want to go early access this early, but listened to their customers and released this early build for them to enjoy. In the current gaming ecosystem, I'm a sucker for devs that aren't adversarial with their customers. The game is definitely worth the money, there's plenty of fun to be had and it's something you can do for 5 minutes or a couple hours at a time. I personally think the positives outweigh the negatives, especially since nearly every negative thing I listed will likely dramatically improve as time goes on. The game play loop is there for a truly great game, most things feel great, and so long as you pick a character that can use heavy rifles you should be able to experience everything the game has to throw at you.
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