I vaguely remember they tacked on other accusations to seth and his viewers later abput being evil nazis and whatever especially after sseth made fun of the immortal self-insert fursona character.
I also agree with
@LatinasAreTheFuture that its bullshit to call the game a 'deep simulation' when theft is radius based instead of actual detection and the 'random' generation is fairly static
I’ve actually come around on the deep simulation. No, it won’t be like Skyrim: the npc’s don’t do anything until the player activates them, no there’s no dynamic economy, and yes most of what you see will be regenerated dice rolls.
What is simulated? The liquids. For some reason liquids play a rather large role in the game, and some interesting interactions can happen, like killing an acid slug and using its blood to power your batteries. Very cool. Sort of like Noita but not nearly as deep.
What are the problems with the game? Well, there’s three serious issues:
1. Game Design
2. Level and Quest design
3. enemy design
The game, at all three levels, has some of the worst balancing I’ve ever seen in my life. Prepare to die, at least 50% of the time, to one-turn-kill. Wether it’s stepping on one of the many kinds of landmines, a turret sniping you in one hit, or a basic starting area slime slapping you in one hit.
Now this wouldn’t be a problem, and shouldn’t be a problem considering that the game is a rouge like, but the problem here has to do with high level game design. At some point, and I have no idea why, the two developers decided to make a game where they blend an RPG with a rouge like. Do you know why this doesn’t work? Because the themes of the two genres are wildly different! An rpg has one character, no perma death, and they expect you to be lulled into the story by the mechanism of game action. YOU CANNOT TELL A STORY TO THE PLAYER WHEN YOU KILL THEM OVER AND OVER. It also doesn’t help that most of the story content in the game is randomly generated goop: it doesn’t want to be read.
The game wants two very different things at the same time: it wants to tell you this deep story with all this intricate detail, but it also wants to punish you for playing it. And you’ll see the effects of this decision all down through the different levels of game design. Why are slimes so tough? Because the game is supposed to be brutal. But if the game is brutal, how do I advance far enough to experience the game? Very catch 22.
At least games like EU4 would let me play 15 hours into a game before it rug pulled me with its cheating and shit ass mechanics: I can’t get 10-15 minutes into this game sometimes without getting a tombstone! Maybe 15% of my runs get past level 10, which, by the way, is where the difficulty drops off. Ya, all the difficulty is front loaded.
When I have an hour to play a game that’s exactly what I want to do: lose four characters in a row in the opening areas from basic low level enemies.