78.5 hours played
Written 26 days ago
Tl;dr: Top-tier, well crafted Half Life 1 meets SCP meets survivalcraft, outstanding in pretty much all aspects, bug-free even before 1.0. It's PvE-oriented so no night shifts or dealing with cheaters.
This game is currently a hard contender for my favorite survivalcraft ever.
Abiotic Factor tackles the genre with a equanimity and ingenuity that I haven't seen yet. It bridges the the span between linear and open gameplay with such grace that it left me baffled. The survival, combat and exploration gameplay are so well and fairly balanced with each other that I probably won't be able to enjoy other open world survival crafts with the same joy.
The game does not let you loose on the world, you unlock one zone after another by completing objectives, which normally unlocks new items and ways to play the game. It's like Black Mesa survival edition and it really delivers on the promise. The Labs and worlds you get to see all feel different and unique, and the inhabitants and characters you meet are beautifully voiced. The humor is just right, it's there and absurd enough to fit the setting without turning the game into a complete joke.
None of the mechanics ever feels tedious or grindy. Your hunger and thirst go down fast enough to keep you on your toes, but they never become tedious to manage. Item progression is just right, and the amount of early resources you need for later vs. new ones you find never makes you farm down a zone multiple times. By completing and pocketing a zone you always have just enough to press on. Durability and ammo management feel meaningful without you having to drag around a workbench and repairing on the go, and using duct tape as insta-repair just goes with the tone of the game.
Each new zone means new resources, and all the items you unlock then feel like you are actually making technological progress. You'll be going from knives strapped to a stick to magnetic bows and laser beams. Each tool or weapon is unique, and many have uses later on as well. Some come with unique ammo mechanics like lasers that can be recharged by cranking them or a biological weapon that needs to drink nuclear waste to reload.
The level design is something to behold, and the game strongly encorages exploration and gives you multiple ways to an objective. Combat encompasses all distances and styles: Melee, long-range, stealth, bombs, traps and pets, and you'll fight a large range of enemies, ranging from beasts to robots to soldiers to the Secreta Secretorum from E.Y.E Divine Cybermancy.
Completing the game up to the end of the current update, Dark Energy, felt like a multiversal odyssey that even games like Remnant were not able to really catch well. The lore and stories of all the characters and inhabitants of the world are fleshed out sufficiently, and the secrets and tidbits that await explorers are always worthwhile.
Some downsides do come to show after a longer playtime: The combat does not hold up for a super long time, and enemy models and damage models are somewhat obscure, you don't really know if headshots work, where weakpoints are and the hydroplant and reactor chapters are quite combat-heavy, so it can get a bit tedious.
The second problem is that progress is server-bound, so you have to start from scratch every time you join a new server, and new skills take ages to grind out. After almost 80 hours I still don't have certain skills at max. Talking of skills, some don't really have good or interesting perks or items. Throwing for example is almost impossible to level because grenades and explosives do not really level the skill. First aid and fortitude required you to get hit thousands of times, and failure-based gameplay kinda sucks. None of this was too frustrating, I still had so much fun.
Even if this game would never be finished I can wholeheartedly recommend it in its current state, it's an easy 9/10.