Completed the game. Overall liked it. But I suspect that many people who left bad scores ragequitted at some point because game is difficult and has pacing problems. In Mushroom 11 erasing parts of mushroom is the main mechanic. -Puzzles in game are execution puzzles. Not in platformer sense where you have to push jump with correct timing. This type of execution puzzle is completely novel and requires great precision. -Physics puzzles generally in my opinion have problems. Some puzzles I don't like: keeping up with rotating wheel, doing cuts when rotating, correct weight distribution in deadly situations. Most of them are just frustrating and when they work it feels like miracle and not an achievement. -I felt that collecting flowers and things is not interesting. It seems that they are only for completionists. But there are a lot of them. I would prefer that they appear in secret areas only. -Type of puzzle I liked the most - puzzles where you have to use precision cuts and just think carefully about your path. -Puzzle I did not like - rockets. They require fast reflexes and work by chance. -Environment design is great. It feels like it tells the story. The game plays with motifs: reproduction, crime, death, infinity.
Short review after playing for few hours. Good: - Graphic style, I like level of detail in the world. Although I have to admit I've seen some ugly textures. - Almost every object in game can be taken and rotated. This satisfies my OCD. Bad: - Level design has lots of amateur decisions. Some places that seem traversable are not. It's ridiculous that some bumps in the terrain remind me of VVVVVV. In room with generator a lot of "pillars" are placed randomly - I don't know what they were trying to achieve. When running away from monster to escape pod you don't know where to run. Locking monster in a room does not work. That leads to my next point. - Game mechanics are lacking. Main decisions are made by your companion. You're just there for a ride. I know that it was a concious decision. But I thought that they wanted to make a game for hardcore fans too. - Female companion is overused trope. Amnesia was fresh in sense that all story was delivered via texts and you have to think and ponder yourself. Now everything is casual and laid back and the game is talking to you. BUT with defined voice which is far from what I would expect. I hate main protagonist because he is so cheerful. I would like more self aware protagonist who comments rarely but to the point. That's why you don't give voice to main character. - The story is only interesting if you are completely new to AI. If you have not read about chinese room go and read it. Also read any book about AI to understand that science cannot grasp the concept. - The game takes place underwater with bad visibility and low fidelity levels. I don't know why it could not be avoided. Main character would probably be crushed by pressure under the weight of the ocean. They could show underwater locations behind the glass if they wanted. Just don't let us navigate these levels. - Pacing problems. It was not interesting to get to lambda and then immediately marching for theta. This game tries to be existential but fails.
I like platformers. And this is an OK platformer. Level design could have been better. All bosses except scepter bro can be defeated using the same tactic - jumping on their heads. I liked them but it's nothing new. Just homage to games like megaman. What frustrates me is that they decided to put everything in - story, upgrades, map mechanic. And none of them are great. I wish they would concentrate on parts that work in platformers - gameplay.
To make the game more enjoyable do the following: - Play it on hard, - Do not use quick saves, - Scout an area before rushing in, - Shoot explosive barrels and gas canisters, - Unlock guns, safe houses and search for gems. Basic game cycle is cleaning small guerilla camp. You will repeat this time and again. If you do this part call-of-duty-run-and-gun style then you will probably die, get quickly frustrated and quit. Do not rely on stealth approach. Sometimes dudes will see you from mile away. Killing a dude with silencer will give out your position even when no one've seen you. They do not care if there is foliage between you and them. They have an advantage and sometimes it feels unfare. Just learn to avoid these situations, use grenades and rely on getting shot indicator which shows orientation you need to face to see the dude shooting you. Dialog with buddies is amusing and funny. Overall story is believable and serious. There is a contrast between fun and business. It's been designed to show struggle and fun in struggle even when it seems pointless. World design is good. A lot of specific places which you will remember when driving through. Searching for gems will make you go in unusual places. Dynamic weather is amazing. Sunset is beautiful. It's rare when something goes right in this game. Cars will run over you, guys with shotguns will shoot you in the back, guns will jam in crucial moments. That's why you feel joy when something goes your way.