6.2 hours played
Written 18 days ago
Dialogue and scenes that can't be skipped on replay, quick time events, questionable player agency in the outcomes of choices.
Does a awful job of placing itself in a *hard sci-fi* gritty world where *small details matter* and people live and die by single mistakes made (forgetting to bring suit sealant patches, not double-checking the RCS was refilled before doing an EVA, or not double-latching their helmet). It's clear Taletale has passing-at-best familiarity with (and limited respect) for the source. Likely did not hire a science consultant to check the script... or someone familiar with action choreography to block-out out their gunfights.
If any of the below (mostly spoiler free) would ruin your immersion, this will likely be infuriating to play:
- The main drive is turned off during a "slingshot" (gravity assist) maneuver, and everyone is still acting like they're feeling 8Gs of force (even though they should basically be in freefall... and even if we didn't understand orbital mechanics... why is the engine off?)
- Performing a "slingshot" (gravity assist) maneuver using a small asteroid at a distance far enough away that any gravity would be negligible
- Not making use of spare oxygen/scrubbers from other suits that you pass (on recently dead people) when you're expecting to run out of O2
- Returning to a breach pod after you've given your primary weapon to someone else, and not taking a new one from the open box of shotguns
- Taking a shotgun with you to kill someone you know is carrying a sealed biohazard container filled with something you know is highly infectious and deadly (you do not have a helmet on)
- Trying to sneak up on someone who (canonically) has been watching you on camera-feeds move through the corridors to their location, and literally passing a screen that shows the corridor you just came from as you try to line up a shot
- The above almost working, but you can't shoot them because you're... out of ammo?
- Not keeping your EVA suit and helmet on during a hostile boarding action
- Gathering resources into sealed pressurized cargo containers... from the interior of a wreck that has no pressurized compartments left (gathing things long-exposed to vacuum to put them in a pressurized container before bringing them back to the ship)
- Explosively decompressing a sealed cargo container to free something it's pinning, instead of just letting it decompress normally and using the cutting tool in your hand to cut a corner off
- Taking down someone you know is hostile to you, and leaving them (stunned but clearly not unconcious) behind you with their gun in easy grabbing-distance, when you probably even had time to tie them up
- Able to CQC with someone who is a legendary fighter and win, unable to win hand-to-hand against someone who was shot (with bullets, in case it wasn't clear), in both shoulders, ~4 minutes ago.
- Desperately trying to get away, burning at >7Gs, then laying off to zero-thrust (or 1G, it's unclear) for multiple minutes (implied 15+ mins) so everyone can "take a breather" instead maintaining a lower constant burn, and doing this on/off rotation multiple times (unclear why this was expected to work)
- Because of the above you're canonically running out of fuel pellets to (re)start the engine
- People get out of the crash couches when the above occurs, and don't go back in when a hostile ship is detected