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On the track to nowhere dysmantle
On the track to nowhere dysmantle








on the track to nowhere dysmantle

I personally find this approach to game design endearing as hell. Everything fits together and works just fine, only don't go in expecting TLOU2 production values. Just keep in mind that as it's a one-man production it's a bit crusty around the edges. Feels like an absolute steal at the asking price. The entire production is made by one guy out of Norway. A refreshing break from the icon-laden maps of modern game design. You're given a journal with generalized goals, but there's zero quest markers leading you by the nose from Point A to Point B. With little handholding, the dev trusts the player to figure things out on their own. Lots of biome diversity where each new map introduces fresh new themes with a common Nordic wilderness through line. Also has those Dark Souls path unlocks where areas loop back into themselves creating shortcuts for easy back & forth traversal. Movement speed is surprisingly hyper-fast and feels great, kinda like OG Quake locomotion. Gameplay feels great where it's equal measures walking sim with combat and enemy/boss encounters (kinda like Elder Scrolls I guess?). It's unsettling but at the same time curiously engaging where you want to inhabit the world to see where everything goes next. Not like horror, but more like old folklore/fairytale-bizarre characters and story beats. I randomly saw one of my favorite Twitch streamers playing this and had to stop the stream like 20 minutes in so I could immediately purchase the game for myself. The world just feels just fine to inhabit. Along with simply fantastic game-engine performance. Terrific pacing on offer here that makes you look forward to what's coming next.īright & eye-popping presentation deserve special props too. The fine geometric details found within the rotor mast, transmission and hydraulic control unit.Įach new job trains the player to get in there and soak down targets of increasing complexity at a natural pace so it's not just a simple rinse & repeat affair (lol). It's not the size of the job, but rather to unique complexity of all the moving parts. Sometime using ladders and scaffolding to treat multilevel targets.įast forward to late game and you suddenly find yourself face to face with a rescue helicopter. Outside jobs featuring common fence posts, rails & pickets that need to be approached from a 360° angle in order to nab all that dirt from every side. A easy task with 5 flat surfaces, front, sides, back, roof. You start in a small garage with what will soon be your very own work truck. The Zen element of PWS has been covered elsewhere and yes it's the major selling point as you can literally feel the tension in your body melting away every time you boot it up.īut I'd like to highlight the expert learning curve found in the increasingly complex work orders. Balances arcade action & depth pretty darn well so it feels fresh but isn't "lite".

on the track to nowhere dysmantle

It's a lighthearted take on zombie survival games with an inviting tone yet deceptively deep game systems. Content updates are on a regular & consistent 2 week cycle, give or take. I'm over 130 hours in and have only uncovered about 50% of the map (though complete deforestation is part of my gameplay style, lol). It's something I've never seen before and it really speaks to the level of fine-detail that they're operating from. It's such a small thing but the devs were thinking of character momentum & game flow when they coded that in.

on the track to nowhere dysmantle

This is perfect if you get accidentally stopped by a terrain object or you're just picking up a loot item off the ground. 5 second window to press back down on the directional keys to keep sprinting without having to hit the Shift key again. But what I noticed was that when you stop by letting your finger off the WASD directional keys you still have a. There's no stamina meter so when you start you can sprint for as long as you want. So one of the accessibility options is a toggle to change the Shift to sprint from hold-down to just tap once to keep running. It comes across in every element you look at, whether it's the bright, colorful visuals, satisfying UI navigation & design, smart progression loop, "just right" power-curve, the butter-smooth game engine that they built from scratch (lightning-fast startup & load times on my HDD impressed). Like the devs have the craft & care to look at every element of design and infuse it with a level of polish & TLC that's incredibly admirable. The best way I could describe Dysmantle is it feels like a Complete Package (tm.).










On the track to nowhere dysmantle