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First off, some issues.
Sometimes reloading saves makes the game unsavable. Might happen only after being detected. The work around I found was to immediately save after loading.

I think take down description might be wrong, it says it works on targets with lower HP. I had two characters with 88HP, the target is also 88HP but after trying to headshot the guy, he dodged took no damage but his awareness dropped I was able to use takedown. Either this is a bug or it's really awareness.

Twice after being spotted and attacked, I couldn't move my characters in certain directions. I reloaded and the same issue happened.

I really think containers should glow more it wasn't as easy to see as the intel files.

I'm really liking the game, didn't think much of the always hit mechanics at first but now I'm liking it because it forces me to not get into combat. Just got a character who could use a silenced pistol and my enjoyment of the game went up a lot.

Also I wish there were more info on when and how to get more equipment like silencers and different guns. Also training seems limited but could be because I'm in early game.

I really like a list of guns and equipment.
Same here, love developing agents and sending them about, LOVE the combat (even though the game stresses you spending a lot of time on "setup" prior to engaging).

Seriously, between breach, overwatch and the various automatic / suppress / single shoot options (not to mention abilities) combat seems super deep.

Coming from Hard West, I can appreciate the jockeying that is using your ability to dodge shots and use your most powerful skills. It's a weirdly different and elegant gameplay mechanic that just works for me.
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Ixamyakxim: Same here, love developing agents and sending them about, LOVE the combat (even though the game stresses you spending a lot of time on "setup" prior to engaging).

Seriously, between breach, overwatch and the various automatic / suppress / single shoot options (not to mention abilities) combat seems super deep.

Coming from Hard West, I can appreciate the jockeying that is using your ability to dodge shots and use your most powerful skills. It's a weirdly different and elegant gameplay mechanic that just works for me.
I really like pretty much most about the game except the combat right now. Stealth is good though if you can do it.

Would like more customisation options for my agents, including more face and body types.
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Ixamyakxim: Same here, love developing agents and sending them about, LOVE the combat (even though the game stresses you spending a lot of time on "setup" prior to engaging).

Seriously, between breach, overwatch and the various automatic / suppress / single shoot options (not to mention abilities) combat seems super deep.

Coming from Hard West, I can appreciate the jockeying that is using your ability to dodge shots and use your most powerful skills. It's a weirdly different and elegant gameplay mechanic that just works for me.
I cant believe the same people who made the epic Hard West made this though. It feels so unpolished and unfinished at this time.
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Ixamyakxim: Same here, love developing agents and sending them about, LOVE the combat (even though the game stresses you spending a lot of time on "setup" prior to engaging).

Seriously, between breach, overwatch and the various automatic / suppress / single shoot options (not to mention abilities) combat seems super deep.

Coming from Hard West, I can appreciate the jockeying that is using your ability to dodge shots and use your most powerful skills. It's a weirdly different and elegant gameplay mechanic that just works for me.
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Socratatus: I really like pretty much most about the game except the combat right now. Stealth is good though if you can do it.

Would like more customisation options for my agents, including more face and body types.
Yeah, we are way too restricted with the customization. We should have like 50 or 100 options per slot.
Post edited August 17, 2018 by SarahAustin
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Aevee: I really think containers should glow more it wasn't as easy to see as the intel files.
Nah, the amount of pulsing and glowing in this regard is just fine as it is, in my opinion of course. I do appreciate that they dialed it back a fair bit compared to Hard West and actually got rid of those floating icons indicating something that can be interacted with.

I wouldn't mind a more prominent glowing pulse (also in regards to the visually impaired, for example) as long as it's optional.

I actually wouldn't mind a third optional setting that removed the glowing pulse entirely, for maximum immersion.
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Aevee: I really think containers should glow more it wasn't as easy to see as the intel files.
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Swedrami: Nah, the amount of pulsing and glowing in this regard is just fine as it is, in my opinion of course. I do appreciate that they dialed it back a fair bit compared to Hard West and actually got rid of those floating icons indicating something that can be interacted with.

I wouldn't mind a more prominent glowing pulse (also in regards to the visually impaired, for example) as long as it's optional.

I actually wouldn't mind a third optional setting that removed the glowing pulse entirely, for maximum immersion.
I perfer the less glowiness as well. I prefer looking a bit harder rather than having yet something else shining out brightly.

Yes, and make it optional, agreed. I turn off all brightly glowing things too in all my games that allow it.
Yeah. I'm enjoying the game, inspite of the couple of bugs.
Shouldve seen my reaction when I found the distract skill on my dudes/dudets.
Its not strange to see me doing multiple trips to rooms because I didnt make out an interactable item the first time.

Looking forward to seeing what happens with PhD in the future.
I am loving this game as well, probably one of my favorites of the year, I am certain with patches,support which the devs are actually hard at work doing it will become even better.

I am also having a bit of trouble locating docs/items in the environment, i think they should add an option of more intense highlighting for users such as me who are blind as a bat.

Having a way to change my agents codename without having to use the forger would be a nice feature as well, I cant change their IDs when they don't have heat on them, and i want to use my own codenames to remember them better.
Post edited August 17, 2018 by armitom
I do like this game's mechanics, too. I understand many players expected something more X-COM-like and find it somewhat frustrating. But this game is about sneaky infiltrating, planning your assault and planning and timing your evac route. Once you start understanding how to do it, you really enjoy it.
Also the LoS/LoF mechanics are strange at first, but once you understand how they work, you can also take advantage of it, although there is room for improvement there.

The localization isn't too good yet, so I decided to play it in English. I've done it before in many games and it's not a problem for me, but it is in dire need of some fixing in that aspect.