i got 99 days plus about 250 barrels in my stash. we're installing a pool and a spa in the innards alongside a shower and laundry services so you can stay clean while you scavenge
I'm not even bothered by this janky EA release. They pushed it out at the request of the community and we're getting what we expected. They're not advertising this as finished, they told us it'd be in an "Are you sure you want this?" early type of state. Hopefully people are reasonable with their expectations (lol) and help the devs turn this project into a solid game.
tbh i kind Blame BOTH Developer and Consumer, The Dev wanted to Make it and Polish it More but The beta Tester and New Fan wanted it to EA basicy give a Large Comical Carrot to The Dev and they are Bite it. Whos dont want large amount of food in Starving times
@@irpanfauzi1160 I mean, to be fair, this is a boon for the devs. Now they have a veritable waterfall of steady feedback to constantly utilize for every patch note, every update, and so on for not just their personal rigs, but now everyone's set up. Just in the past two weeks, there's been three whole new patches which've drastically improved the game's optimization. At this rate, the game'll be on par with MGS5 and Doom eternal in that regard in no time. Not to mention the funding, allowing them to both secure their studio's positon and allow further projects, both for the FW and future works to be in order as well.
I think Forever Winter is the best use of EA in a while. "More people want to test out the game, so we're gonna drop it early and very cheap so more people can get access and test it and help us improve it and make it better so much quicker". So many people wanted it and so they let people in, and Fun Dog are so incredibly open about things that I think it's gonna be amazing very soon, and I already like it
exactly i feel like this one of the games that i can say for sure is actually making use of what EA should be used for. the devs are very responsive too and take feedback very well.
@@unknownit5315 Without a doubt, same thing how mp games used "betas" as a way to stamp out unknown bugs and issues before release and now it's mostly to just get more sales lol
@@ubisetter2351 Ehhh, tbf this looks AAA at the very least and most of those games are 70-90 for base edition. Comparatively cheap, but yeah, not very cheap.
@@zaneron8391 What's out right now is AAA art design and lighting effects on a AA shooter. I bought it on discount for $27 but for now full price shouldn't be over 25
As a long Stalker fan, seeing yourself stuck in an apocalyptic war setting that actually persuades you to use your brain and not just go gun blazing (in which most cases every modern fps is literally like that) i see great potential in this game if it ever gets full released
As a fellow long STALKER fan I appreciate how FW is doing to force you to manage inventory to a very fine degree, I hope it features hardcore repair elements found in Anomaly/ GAMMA.
Just wanna note really quick that you getting stuck at 22:35 was not a result of getting stuck on small objects, but the recovery time from falling a long distance. If you drop from a big height you're going to be stuck there for a few seconds while your scav tries to recover from crushing his knees. Though I will say the game also sometimes struggles to recognize movement while you're in an animation right now and hopefully that will be addressed s more work gets done.
@candroo I wanted to mention the same thing. His character was dealing with the stun factor of essentially jumping from a 2nd story building. In many games you can shrug that off, but like the devs have said, this isn't a power fantasy game, and you aren't "that guy."
I don't think it was just the dropping, it was taking damage from the gun too. anytime you're over encombered, it takes a long time to start running, and I've noticed when you're getting shot it takes even longer
@@harlantcgetting any 1 instance of high damage causes a stumble/stun, so like getting hit by a sniper can kill you easily cause his goon friends shred you while stunned haha
Yeah, that was the 'stagger' animation alright. Shotguns, Sniper rounds and large bursts of damage (say, 2-3 SMG guys mag dumping at you from close range.) will lock you up like that. It seems to be % of HP lost based, so Scav Girl gets the worst of it, but prestiging up reduces it a little. (because of increased max hp.)
@@fus132it’s clearly early access and they are super receptive to changes to I think because a bunch of ppl are already diehard they have tons of play testers and won’t have to search for a publisher bc they have the capital to do it themselves hopefully this is a win
@@prind142 I couldn't disagree more. Early Access has given them more funding to work on it while at the same time getting the community involved in developing it. To work out problem areas early. Such as Water. The state of the game has nothing to do with this. It is Early Access and can be as early on as they want. After all Early Access can be Alpha or Beta. That is up to the Dev's/Publisher. The point of Early Access is to support projects you think are cool, not buy a finished experience.
The agro you're getting so much is your walking, sound is how most things see you in my experience, if you're stood still or crouched (in my eyes its you showing you aren't a threat) most enemies will ignore you. In general its either proximity or sound that grabs them for me.
Would be interesting to split it up, with the human AI being more visual based, can't imagine everyone's hearing is doing to good anyway lol. Then have more mech/robotic types use sound, would make things a bit more interesting IMO.
yeah it kinda works like that, flying drones for example do both but visually only if you're in the spotlight, audio is normally what makes em check your direction. Most will agro if you're directly in sight and they're just patrolling but if they're responding to other fights and you're close but hidden/quiet they don't notice ya.
Accidental proximity is what often forces me to go loud after a bit of practice. There is definitely an art to knowing where to go and where to hide in order to not get picked up by random incoming patrols.
In my experience its been mostly proximity and threat level, having walls between you and them also helps but think of a 2ft wall like 6ft of open distance. If you're LITERALLY next to them but separated with a wall they almost seem to "switch" to using hearing rather than seeing. I think people mostly understand that system but not the threat level system. Like how Drewski requested the system that's already there. There IS a threat level system so if you're only carrying a pistol they will be more lenient but they're still not your friends, if you haven't killed any of their buddies they'll be even more lenient for example but it still depends, all of it is a gradient. If they're just running past, YOU also have to make an effort to run away from them because the proximity system is still in effect, just more lenient. But in general, too close = fight. And what constitutes "too close" is dictated by a lot of factors, this is why people are struggling. There is no "fixed" aggro range or timing. People have programmed their brain to the Far Cry 3 style system of "hey, this guy will ONLY aggro if I'm closer than 20ft and it'll take exactly 5 seconds for him to spot me"
13:28 "Death icon" is a quiet kill icon. You walk up to an enemy, press V and watch an animated quiet kill. Doesn't work on every enemy, pretty sure there isn't one for cyborgs, but it's useful every so often. Also mark enemies with Z to know what they are exactly. Helps a lot.
@@OneBiasedOpinion i managed to take out 3 enemies in the same squad without any hassle. they were all sort of "stuck" after trying to relocate to an area where they heard a lot of gunfire, but two of them were literally standing 2 feet side-to-side and killing one didn't alert the other. alerting the squad might be a bug, or some other situational thing we dont know yet--
First moments of the intro and I’m hooked in this game. Love it. But you’re right the immersion needs work, it’s amazing how a near perfect model of this is already sitting as the STALKER games but nobody can replicate it. Hell, even StalCraft has good world events happening regardless of your being near or not. I love the menu UI though it’s has a retro feel to it.
It sure is surprising how the formula we know and love from STALKER is so hard to replicate in a good way. This game has a lot of work ahead of it but there is something very solid here and some what familiar that i hope they manage to pull off. Most people as Drewski said don't realize that this was pulled into early access EARLY.
@@TechnoOwler I mean STALKER has gained a Dark Souls like status overtime, so games like this that take inspiration from STALKER, are kind of in the same category as some Soulslike games
Yea, I wonder if they have a similar A-Life kind of thing going on or planned to have going on.. Maybe mix a bit of A-Life from STALKER, the Director from L4D, -and then the mob cap from Minecraft?- So then you'd be able to seemingly simulate a persistent world of NPCs, have their spawning be influenced by a Director algorithm that looks at your player state (which in L4D also kinda handles like saving zombies before despawning them so if you go back to an area where the zombies were despawned because you have gone forward the zombies would be spawned back in making them seem more persistent), and maybe since you're gonna be dealing with a lot of NPCs in the world, add a sort of cap to work around.
in two days the game made it to 74 percent positive on steam after the hotfixes which shows the devs actually care about their game. After 35+ hours i can safely say they have something really good going so LET FUN DOG STUDIOS COOK! I'm expecting the next update to let us actually destroy the Mecha Dogs and dismantle the Medium Mechs by destroying certain Hard Points
@@Grottogoob yeah they need to iron out the mechanics lol. aswell as the objects you can walk through. But those are some things that they need to change too
Minor note @23:01 - You weren't stuck on objects, if you take a heavy hit, like dropping a full story to the hard floor, you get slightly stunned and can barely move, also happens when a buncha guys shoot you at the same time.
One thing that I think would really help with the AI part is more animations, actions and voice lines for them. Have patrols be chatting with each other, pointing out things in the distance, stuff like that. Have them assume a much more tactical/careful stance when they spot an enemy and use tactics like flanking and splitting up. Different death animations, instead of enemies just dropping while playing an audio clip have some of them struggle, coughing or struggling after being shot. Maybe have their allies run to them, or fight even harder out of anger. Stuff like that adds magnitudes more to a game.
Absolutely nailed the main issues with the game as of now. One that you might not be aware of is the "himothy" runs you can pull on Mech trenches. Last night me and a buddy placed 20mil turrets and armed ourselves with heavy weaponry. We were able to kill everything that came our way and made off with 200k which in my opinion has been the most fun but also is completely different from what is intended by the devs. I really love the game, I just can't recommend it to anyone for awhile because the game feels like beta level gameplay. Although i do hope the tank gymnastics stays in. Probably the best bug ever
an interesting way to solve the issue is that if you make to much of a ruckus in a small area eg what you described the area gets hit by CBN or orbital strike
My built for DCS 2070, 5800X3D and 64gb of ram are running this at 35 fps on medium-low settings rendering at 70% resolution from 1080p. You're very lucky to actually get to see how pretty this game already is drew
3070ti, i512600kf, 32gb ram on 3000hz. Before TFW i never lowered settings below high in any game and always at 70+ fps in 2k res. This game i play at medium settings with 50% scale res. At the start i got decent fps, but soon after it tanks to 40 and 25 at mausoleum. This game needs optimization asap. I want to play mausoleum so bad. I suggest you to lower scale res to 50 and set screen to fullscreen. Borderless or other options not working great it seems
@@donk8961 personally believe it will be they're running it on unreal engine, so if they're using any of the new tech the game's frames are going to suck for a while probably new tech as in it literally released in the past year, while it's been "released" there isn't a game to actively test it (aside from maybe fortnite), and they're still adding things such as nanite for skeletal meshes but they're probably doing a lot of stuff wrong since it's early in development anyway, in regards to optimization I think it can only go up
Just wanna add here that I'm 29.9h in and the friend I play with most just past 40h. The game is awesome. Go in with an open mind to soak in the world and don't focus on every little flaw. The game isn't finished, but what's there is so good, and it's only going to get better. A unique and memorable experience.
I think a good way if making the war ecosyste mote dynamic would be to have units spawn on the outskirts and move in to take objectives, rather than just spawning three meters from one another and fighting. The winning team stays and holds the objective or moves on to another one while the losing team retreats/dies and reinforcements are deployed specifically with the firepower to counter the enemy force.
"Some people have played this game for 40 hours, do you like pain?" 25 hours here, and I think you did reasonably well, you just need more experience to know when to be patient and when to take bold action. 32:26 I would have been patient, once you saw the squad was running PAST your hiding place, then you had time time to look around to make sure the entire squad was gone. Waiting just another 2 seconds for that last guy to pass and you would have been clear to jump that ledge and loot up. 35:09 is when I would have been bold, making a break for the exfil while the soldiers are too busy fighting eachother, you can zip right past them (you even ended up doing that a minute later even though it was MUCH hotter!)
So, I'm one of the people who's put 40 hours into this game. I freaking love it. Yes, it's not complete, but that's the point of early access. All I'm saying is that the game is more than worth the $27 price tag.
Fully agree. It’s raw as hell and sometimes I have to take a break when the game just gives me the finger for daring to run a mission, but I’ve not had this much fun for $27 since I first bought Satisfactory in Early Access 4 years ago. When it clicks and the code gremlins stay away, there are some jaw-dropping fights that I either get to watch, or (unfortunately) participate in. I can’t wait for more custom animations to be added, like mechs peeling off tank turrets like the tops of tin cans, or swatting choppers/drones out of the sky if they get too close!
@@OneBiasedOpinion If they can keep the same cadence and community communication as Coffee Stain has done with Satisfactory, I'll buy it. Until then, $27 is steep. Especially because none of the people I watch on YT is recommending this to be bought.
@@CODE-BROWN not sure I track. Is there another game with this kind of graphical quality and depth on the market for $27? I was not aware games were so cheap. I also don't let UA-camrs think my purchases through for me though, so perhaps I'm behind the curve on all this.
@@CODE-BROWNWhy do you rely on UA-cam grifters to see if a games worth? Buy the game, play it for like, an hour and if it's not your cup-a-joe, refund it.
@mitchellhalvorson9719 like I said, I've put 40ish hours into the game, and I would argue that the game is in a *very* playable state, one that I enjoy very much. I think it comes down to a person's tolerance for jank weighed against the positive features of the game. For me (and many others--just look around UA-cam) the positives and enjoyability far outweigh any jank we have to tolerate.
the art style of this game reminds me a lot of the beginning of the stop motion film 'Mad God' when the assassin is plummeting through the artillery fire. its been a couple years since I've seen that movie tho, so idk how good a comparison that is
You REALLY need to play with the cyborg camera item. It shows you item caches and enemies. If you’re getting to know the game it’s a must-use so you can understand where things are. Honestly it’s just useful in general. Also crouch, it’s essentially a stealth game first. Crouching lets you get real close to things. Just don’t peak out. Also aim for heads dude. Never aim center mass on cyborgs lol you’re just gonna waste ammo
0:48 I've noticed there's a bug where sometimes AI won't agro on you but will just pop a random shot into you and keep walking as if you don't exist. It's dumb when the snipers do it because they're basically hitscan and do half your hp.
I think Snipers were actually designed so that they don't have any cues for going aggro on you. Remember that you're not even the bottom of this world's food chain. That goes to the Infantry from all factions. A sniper pasting a random scavenger out of nowhere would probably happen in a massive combat zone like this. Same with Mechs and the turrets they have on their backs. The mech can be slaughtering a tank and the turret spots you and decides to put a burst of CIWS goodness in your area as a "Stay Away!" gesture.. You're basically playing as a parasite feeding off of creatures. In this case, the creatures are several factions of guns and armor in what amounts to a biosphere made of and for nothing but warfare, for the sake of ONLY warfare.
@@centric3125 That's the problem though, they don't agro on me or even stay agro'd on me. They shoot once and ignore me and keep walking, they don't continue to shoot. This happens maybe once every... 20 or so enemy patrols for me, so I don't think it's anything like a "warning shot" either, it seems to be a bug, or a warning shot system that only works sometimes. Normally when the snipers in the squads agro on me (or any enemies for that matter) they still have the agro symbol above their head, so they definitely have cues. But when they do this "single shot and walk" kinda thing, they don't have one.
@@Jazzyo7 that's literally what they do though. THEY don't care about you. You're a fucking parasite in this fuckin wasteland of a wartorn country amd they couldn't care less about some random ass stranger looting. That's a warning shot, its like: "I shot you once and don't make it twice and permanent."
Thank you for this new video Drewski! I've had a rough couple of weeks so I'm so happy to be able to watch a video of yours. You have no idea how much calmness and relief they always give me. Thank you for everything you do! I cannot express how much your videos have meant to me over the years
I find it interesting that the way they have implemented current spawn mechanisms. I believe that is only a placeholder because the devs stated that spawns are supposed to come from each factions controlling side of the map. Where units will then go to fallout order generated for that map run.
You’re the first UA-camr I’ve seen calls out all my problems with it in one susinct video. It’s got so much potential and I feel like if they polish that stuff it could be one of the greats. 🤞 It’s the difference between “feels good” difficult and “feels bad” difficult.
Probably the best critical review of this game I've watched so far. Compared to BigFryTV's review, you didn't go after your own audience for criticizing the video, so kudos for that. I think you hit the nail on the head when you talk about all of the game's design flaws. I've only played about 10 hours of the game and can say you are 100% correct about them because I ran into the same issues. Negative reviews are not the problem. It's reviewers who are vindictive about the game. Definitely needs time to cook, but this was a thorough review made in good faith.
Biggest problem with the online discourse is that the devs said it's very early access and stressed that everything is still a work in progress and you have shitheads like Bigfry acting like an ass for no reason. The devs said they wanted feedback and Drewski is doing just that.
@@adam4vik938 I think the feedback has been majorly constructive with the exception of some people. Fun Dog definitely knew what the stakes were when they released this game.
So 1 singular traumatic life event, hardware malfunction, or just being an adult can cause you to stay away for long enough to lose saves? Well thought through.
Good fair takes. On water, am about 18 hrs in with 31 days of water stacked, and can take or leave that mechanic. Defended it originally, but just because it doesn't really have any effect when you play, it is only punishing people for taking a break. I don't care if they tweak. Lots of great suggestions been made that are in line with the intent.
I'm not a huge fan of games that punish me for touching grass. I want to play a game that makes me want to log in every day due to the quality of the experience, and not because I need to keep some arbitrary resource meter filled. I got enough chores in real life, I don't like doing them in game.
@@theKashConnoisseur Yeah, this is very much a system that fits in really well with the lore and flavor of the setting, but sucks ass in terms of the type of gameplay it promotes. It will be very interesting to see how the devs handle it, since from what I've heard about the studio from Riloe et al., they really seem to be designing with the mindset that vibes are everything in this game - Making an art piece first and a playable game second.
The problem is they also have it where you arent playing on a server nor do you need to be online. While water isnt used if its in your storage, you should be able to take a break and not lose potentially a hundred hours of gameplay and base advancing because you chose rl stuff over the game for a month etc.@@BackwardsPancake
I think that the water could be a really cool thing if it didnt reset everything and didn't run out when your not playing, say for example your stats are lowered and you are easier to detect when you have low water because your dehydrated so your character is clumsy making it enemies more likely to notice you. stuff like that would be a better use of the mechanic imo
crying when you got a game like rust.... spend 1 hour at most to get water lol tf is your problem talking about "punishing for touching grass" then this isn't a game for you and you can move on... people like you who cry and cry about these mechanics don't even break 100 hours on the game let alone 50 😂 so plz save your comments else where cause all it does for players who can spend a hour a day to restock water will get punished for people who barley play... wack af 😒 mechanic isn't for everyone and every game shouldn't be for everyone I hope they keep it and just tweak it abit for cry baby's and give a easy mode if anything 😂
Drew, if you ever need water, I'm sure your community would drown you in it lmfao. I love this game, for better or worse. Tbf Drew, the cyborgs ARE basically zombies for all intents and purposes. Their brains are scrambled and they're drugged out of their minds, the only thing keeping them from turning on their Eurasian comrades being their implants.
Also to note, Suppressors are super cheap and easy to acquire, and are very OP. Using a suppressor will only alert the guy next to who youre shooting at, and not every person around you. It also cures the muzzle flash issue. I have basically stopped using any weapon I cant suppress. makes solo play a lot less stressful.
2:58 Oh it's one of _those_ games? Yeah no I don't have unlimited free time. Any game that punishes you for not playing constantly is one that deserves to be trashed.
from what I have heard the devs were pressured into releasing an extremely early build because of the hype surrounding the initial showcases. It's a shame because this underwhelming release will probably shadow the games future for a long time even if it fixes all the problems it currently has. The current state of the game feels like it should have been for a closed beta or something similar. Let's hope the team keeps developing it into a finished product because the potential and passion in display here seems limitless.
To be fair, they are very thankful. With a bunch of early access players coming in, it allows the devs to carefully prepare the unused/WIP maps to be ready AND helps optimize the game greatly. Hell, with how rapid the patch updates are, before long the game'll be as well opted as doom eternal and MGS5.
This will not shadow the game in anyway. If anything this will only allow it to grow more this is pre-alpha levels of gameplay and it already feels better then half of the 'closed beta's' we've gotten from triple A companies. They weren't pressured also they made the choice to ask if people wanted the game super early people said yes and they released the flood gate and said themselves the game will not be like what your playing. That it was indeed in a very bad state(but playable state) they're using EA as EA was intended to be used.
I have a tremendous amount of optimism for this game. Was more than happy to support the development in early-early access. That said, you have made a bunch of very fair criticisms. I hope the devs see. I also hope this vid opens up this game to more people. Another great vid. Thanks Drewski!
That’s really funny, I just found out about this game on Steam for the first time this morning. It doesn’t really seem to be my cup of tea. I’ll watch you play just about anything and enjoy it Drewski. Thanks for the video!
Man this game has insane potential. I really hope they can deliver. I worry with games like this that the dev's vision is too big for their means and it'll never live up to it's potential. Especially with how fleshed out the world has to be with battles going on without you, maybe even factions working together? I really hope the best for this dev team. I've been hoping for a game like this since Tarkov, but more geared towards solo play and PvE, as I really don't enjoy competitive PvP games. I hope they can make it a really solid single player experience.
Yeah well there's been alot of really good games lately that are still in Early Access so, let's have hope it gets even better later in it's development
@@TabathaTMartin yeah, I still don't understand why developers/publishers will release their games into early access, because it just makes the game look bad when they inevitably have bugs and are not polished.
@@GreekRussian367 As far as i know, it's supposed to gain player support, but also to gain feedback that will help in development. It's mainly a good way to test games without having to shell out too much money. You see this alot with Indie developers especially on STEAM
@@GreekRussian367 As far as i know, it helps Indie Developers gain a player base, is much cheaper than testing the games prior to release, and helps with feedback.
Drew, I really appreciate that you actually mention all the real issues the game has instead of riding the cope train with everyone else. it's visually stunning and conceptually fresh, but it has a long way to go. And i feel like almost no other content creators are willing to point that out.
I don't care how easy it is to get water or how much water you can store, real life resource drain in a co-op PVE game is the stupidest shit I've ever heard of.
Yeah, I can understand if they drained and when empty it just doesn't give you a buff instead of resetting things or nerfing you. Makes me feel like unless I invest everything into the game it's a waste as a player.
one of the reasons that I requested a refund... though, the biggest was the fact that they can't even get their menus straight with different resolutions (if it's not on native it mis-aligns the mouse cursor), oh and the game runs like dogshit (yes, I know, early access, but that's also why I don't feel bad about refunding it).
I've been very curious about this game and this video did a great job of showing it off in it's current state, definitely gonna wait a bit to get it but I'm definitely gonna pick this up
Drewski: *proceeds to jump out from a scaffold about three stories high basically getting staggered because of the fall and the amount of health lost* "I couldn't move because I was stuck on small objects" Old Man: "AAAAH my knees, my legs"
"do you enjoy pain" Ive got 60 hours already since launch, and once youve prestiged enough and gotten some good weapons, its not that painful thankfully.
The water mechanic and the devs using FOMO to make players constantly needing to play or lose all their progress is terrible. Not buying it until the water mechanic is removed or until it only drains while you're actively playing the game. Not going to support a game that removes resources while you're not even playing.
hey drew (and anyone else) I'm not sure if you'll see this but I wanted to point out a someone did a great look at this game 3 months ago, about the time of the trailer by the name of Riloe. they didn't really focus on the gameplay like you did; they were more focused on the how and why this came to be and shared the vison of what it is supposed to be for lack of a better description. their 2 videos from that time got me really invested in the game; not for the gameplay but for the idea of being an unimportant no-one on the side of this unending war. They shared some mechanics that really drove the game home for me that I think you missed, they were great videos that got me; someone who is uninterested in this genre; to care for this universe.
I think it's a good thing to note that the game is an alpha basically and the only reasons the devs went into early access is because the community wanted it.
I have to say that I really like the environment of this game. I've been writing a novel where two of the characters are refugees escaping from a war-torn planet and seeing what this world looked like did give me a big jolt of inspiration. The destroyed mechs, the mass gravesites, flying cows and constant fighting between the NPCs was fascinating to watch. When the game wasn't going mental that is.
When it spawns in units ahead of you, it doesn’t just spawn the units you see. It spawns an entire scene. You can almost always just run away and find another route, but 7/10 times, a fight will happen in a minute, and you can run past. And ffs, it doesn’t reset your progression. It empties your stash and resets your quests. The hard part is getting character and weapon xp and that’s permanent.
Wow this is the best review/description I've seen over dozens. The way you showed the forced spawning was brilliant! It really makes me want to wait to see if they keep working on the game to make it much better. So far it seems like a set piece. Made just to look amazing but not enough going on under the hood that's an actual game instead of a tech demo. They may just be want to collect a bunch up front to cover their losses and then disappear.
@@nerdstormer3544Getting laid and being single are two different things. 😂 Also he wasn't upset by it. He was making light of it for comedic effect. Go get a sense of humor or a cat if you're upset by it.
Jackfrags played this and damn i love watching this game even tho its still very buggy and unfinished xD Its also very refreshing to have a studio actually set on their fans and make a game like it should be made, that's just awesome, and this game is already on the 5k player activity! it seems like a promising game on the rise. "We Will Watch Your Career With Great Interest"....
@@gabemulkey484 The gameplay would really benefit with better rifle ballistics though, currently the shotgun is the only thing that can actually do something regarding default weapons
It's in, but it's in a really early state. What weapon you carry is a big part of it, bringing a 40mm grenade launcher or 20mm anti-tank rifle will get you the immediate and serious attention of Medium Mechs, Exos and Tanks, which you DO NOT want. (meaning the tanks will use their main gun, mechs will deliberately hunt down the source of hearing 20mm shots and use their main gun to kill you etc.) There's some issues with conveyance an AI awareness going on that they are working on. Sometimes a soldier looks at you with no icon and you can't be sure if they saw you and didn't care or didn't see you. An icon for 'dismissed as non-threat' would help. Currently you have ? for 'investigating/suspicious' ! for 'Actively engaging in combat/hunting a target' which makes them fire on sight of you and () for 'actively trying to kill you in specific'. Incidentally, ! guys may be entering combat mode on another enemy force instead of you, but the marker is so you know they're twitchy enough to shoot first on spotting anything.
5:03 As a The Division 2 player I feel like I should be the one actually having ptsd. Enemies and fights just spawn a few feet away sometimes right in front of you.
Yeah but the fights in Div2 quickly envelope you, thus making you very much so a part of the fight. Looks like in Forever Winter there's this separation between the player and the activity going on around the player. Even when you're supposed to be "in" the fight it looks like your presence doesn't even matter, you just go through the motions. The random, open world fights in Div2 can get pretty nuts and can take on such a dynamic personality. Super fun.
@@Cryotyde I agree but I’m talking about the spawning specifically. Not to mention I know that you are basically a side character in this game unlike Div 2 I just hate that I see a fight anywhere I go most of the time. I also believe both games can have dynamic fights just one is really buggy and wants you to avoid combat while the other is also buggy at times and wants you to be in combat. I also know fights can be kind of dynamic at times because of the BTSU and True Sons being allies. Aside from that it’s pretty repetitive at times.
20:35 I saw that you walk and run a lot. Your aggro range is based on how loud you move. If you crouch then 90% of enemies will ignore you within earshot, saves for cyborgs.
What surprised me more is the amount of people that don't know what early access is. Rust for example It's early access was just a boring empty map with some zombies and the most broken build system. To me this game is just like any other early access. Unfinished, work in progress game that allows devs to get better feedback for the final product. Like how drewski gave his feedback at the biginning
The issue is compounded by smaller devs using "early access" as a way to profit from unfinished projects that ended up abandoned a short time later. And speaking personally, I find it a bit galling when a project being supported by a company the size of EA releases what amounts to a prerelease alpha playtest and charges us money for it. If you're going to have the community stress test and debug your game, the least you could do is make the alpha test free.
@@theKashConnoisseurlmfao that’s not how the world works buddy, nothings free if your community is gonna beg the devs to release a game against their wishes then act surprised when they charge you for it then your srsly need to take a look in the mirror and ask yourself why your so goddamn stulid
I've had good fun with this game so far, the jank is definitely a thing, but I've found the gameplay loop pretty enjoyable... I ended up effectively maxing out traders and base upgrades after a couple days. The character that can use grenade launchers just decimates big enemies and crowds of goons with nades and MGs.
I like the water mechanic, but I can put in a cheeky run or 2 a day during my break (WFH). Is honestly a really simple fix: Make it an option. Either it drops daily and you have to keep it topped up to keep stores, or it never goes down but you have to spend it to keep stores open/reopen.
+1. Like Diabolo where you can choose Hardcore or Casual, I feel like FW could have hardcore as it is then Casual with no offline bleed but a really small in-game capacity or accelerated draw down so every minute playing counts. Perhaps hardcore is a small extended family group and casual is a medium sized village.
@@OneBiasedOpinion The water mechanic is not hardcore, it is pointless. Other comments have said it as well: "Water is easy to get." So that defeats the point of the system. They should have made it meaningfull and I hope they will do that. No realtime nonsense, that kind of punishment for not playing, not playing bad or messing up but not playing has no place here.
There's other options as well: 1.) Make water quite rare, but remove the decreasing water level so that what you earn becomes a sort of permanent unlock. 2.) Keep water as an easy to get resource, but only have the water level decrease while the player is logged into the game, so that players aren't punished for taking breaks and doing other stuff with their lives. 3.) Make water a currency that can be banked and saved, and spent as needed to open shops. Shops could still close down without infusions of liquid income, but you'd never lose water for no reason.
@@theKashConnoisseur water is one of the currencies used to upgrade the base (The Innards), so it's already in demand by the citizens you're feeding AND for expanding things like water storage and the like
So I've been playing it for a while and yeah its janky but that anxiousness and fear it produces and the feelings are what really keeps me coming back. I want to see where this goes and watch fun dog refine this into the goat ik it could be.
> Do you like pain? Yes. Honestly though, it's sucked up a bunch of my time because the highs are WAY higher than the lows. When the game functions as it's supposed to, there's really nothing like it.
Imagine a 40k version of this, you shoot your las gun ant a tyranid to get it off soem loot and suddenly your surrounded, out of no where adeptus astartes arrive after hearing the las gun sound and your stuck in a battle between space marines and tyranids
that intro made me want to buy the game immediately and then you shattered my hopes lmao I really really *really* want a game where you play as a scavenger in the Armored Core universe in Rubicon EDIT: also yeah an "immersive UI" mode is a must
Eh i mean cyberpunk was rubbish at launch but its good now. This is early early access preety much free beta testing for them. I will wait like a year and see then. I didnt expect wonders. I have some hopes.
You know, you gotta appreciate people like Drewski who actually know how to play these games. I saw another guy play it and it pissed me off how clueless and not entertaining his gameplay was.
honestly i really appreciate the balanced take on the game, showing what makes it an amazing game, while also showing all the things that make it a bit of a dumpster fire. ill definitely keep an eye on this but ill certainly be waiting for a more complete version.
When I see people complaining about different aspects and making new playstyles out of spite.. that still feels intended, I just see teammates with different specialties 😂 I love this damn game.
I think the Concept is an inspiration to "The Great Decimation" aka "The Big One" is a Global Conflict (Year 2053-2059) mentioned in the lore, files and from characters in Observer. Its a reference of a battle between the Polish Republic and the NRE (New Russian Empire). The whole warzone became a nuclear wasteland due to nuclear fire raining down. But that's what it reminds me of. (Observer is a Psychological Cyberpunk Horror Game)
The second Tarkov put in that your skills diminish when you dont play the game, i stopped completley.. I am a working person who has a life as well after work. My main duty off work cant be farm and maintain my progression xD Sometimes i have only time to game once a week.. This is a deal breaker for me. why tf has no one mentioned this earlier?!
because it isnt as bad as people are making it seem. ive only got like 3 hours in the game rn and have enough water to last 10 IRL days. water is not hard to obtain and the base level of your base can hold 55 days.
@@tatermunchies5449 and so we should ok with loosing progress in a game if for any reason you had to take a short break from gaming regularly?. I hate any such forced commitment games
@@gawkthimm6030 Pssst, maybe the game isn't for you. but again the water system is not nearly as bad as people are saying it is. You could easily fill your water supply with one good session, with a base capacity of over 50 days.
@@tatermunchies5449 I certainly wont be putting money into it until its out of early access, but a lot of the ideas and designs are great, but the jank mechanics not so.
@@gawkthimm6030 I agree, it needs some more time too cook for sure, but the water system is not the issue at this time. if you could only do like 10 days at a time and the water was impossible to come across i'd agree with people saying its too punishing, but i just dont agree on that front
Brooo I was really immersed just by watching you play! If this game were to be to polished and add dynamic AI and enemies I would literally explore this world on hours on end. I love games like this. I used to load into Destiny 2 and go travel to different worlds and scout around watching enemy ai interact with other enemies or the world. I would also spend hours going out of bounds exploring the huge maps lol.
I don’t get how “the water system is fine because I already have 90 days of water” is a good argument. That just means that the water system failed at the real intention of being a constant threat that needs to be sustained. It only seems to punish people who don’t have much time to play the game rather than being an actually punishing mechanic.
Oh wow this is literally a game I have been hoping for since I first watched "Flying Fortress" short films by the CGIBros. Very excited to see where this goes.
This game is extremely weird. People keep hyping it up everywhere. But in all the gameplay, it look jank. Apart from the environment design and map, nothing look finished. I know it is unfinished game but games that come out like this rarely get THAT much better.
@@TuriGamer Literally nobody has been hyping this up or lying about it, and the devs have made it very clear that it's an early build and a long way from a 1.0 launch. You should consider a career in journalism with unsubstantiated and absolutely brain-dead takes like that.
I enjoy the game, hell i have a small team i run regularly with. I will not deny that i'll put it away for awhile every now and then. Yes this game needs a lot of work, and the game is getting the work. The developers were partially strong armed in to very early access by their supporters, especially those that failed to get access to the closed alpha.
@@kodo2795 The only reason anybody cares about this game is because this one conman keeps spamming videos about it promising the best game of all time purely on concept art and empty promises
I definitely believe in the vision of the game and am hopeful for its future. Which is why I picked it up. Thankfully Riloe gave me enough of a look into the game and the other research I have done to make a informed purchase. I do think that the water deleting while you aren't playing is pretty sure. Especially when I don't always have the time to play because I'm a dad and all. So yeah.
I mean had you spent more than the little amount of time you did when first playing you would've noticed the water mechanic and probably of gotten enough to of last had you actually played more or tried to get water. It really isn't hard to get water and the gripe for it is a pretty mute point. If you're going to play the game, water wont be an issue.
My biggest problem sonfar is the ai not remembering that it isnt supposed to know exactly where i am without seeing me. Ive seen enemies literally fighting with themselves on which way to go because it wamts to go one way but knows im a different way. Not to mention enemies randomly leaving paths ive watched them take multiple times to come directly at me in my hiding spot that is no where near them
people hate the water system, but the devs buffed the hell out of the max water before release. you can easily get a month of water in just a couple hours. play a couple hours, get a month of water, and you can worry about personal stuff, or other stuff in game, for a few weeks. in 30 minutes on release i had a week's worth of water, it's not difficult to do. that said, yes the game has it's issues, but for me at least, performance isn't really one unless it's loading things for the first time.
i have only played like 10 hours with the help of some friends i have the 99 day cap still think mechanic is ass though or at least don't have it enabled for the EA phase
That's still not an argument for having the water system, though. Either it's so easy to get and store that it does nothing and may as well not exist, or you randomly lose quests and inventory because you couldn't play for a while. Either way is bad.
It's an extraction shooter... You need wipes to keep the game fun. But this isn't PvP so there is no wipe. Hence the water mechanic. It a lore immersive way to wipe and also make water feel like liquid gold... It's kinda needed
I get why you would think that but currently there are no micro transactions, just the base fee what would the point in doing that be if they earned nothing from it
@@tjmaximous8263 to get people invested, sunk cost fallacy is a thing; "I have put 10 hours into the game, I like the design and atmosphere", yes I like this game (with bad janky mechanics thats not enjoyable)...
The factions fighting are Europa (NATO) vs Euruska (Russia&Africa) and Eurasia (all of Asia) Keep up the good work here The things 30 devs were able to make in FW is impressive and good work won't be stopping
I have 84 days of water please send help the residents of The Innards are drowning and quest givers keep giving me more.
the ultimate scav flex: having to investigate a drowning in the innards
i saved up to upgrade so i'm at 99 days
i got 99 days plus about 250 barrels in my stash. we're installing a pool and a spa in the innards alongside a shower and laundry services so you can stay clean while you scavenge
Is your water chip working?
@@DrEpicPhD No. We need you to find us a new one.
I'm not even bothered by this janky EA release. They pushed it out at the request of the community and we're getting what we expected. They're not advertising this as finished, they told us it'd be in an "Are you sure you want this?" early type of state. Hopefully people are reasonable with their expectations (lol) and help the devs turn this project into a solid game.
tbh i kind Blame BOTH Developer and Consumer, The Dev wanted to Make it and Polish it More but The beta Tester and New Fan wanted it to EA basicy give a Large Comical Carrot to The Dev and they are Bite it. Whos dont want large amount of food in Starving times
They were every clear, and players have not been reasonable by and large. But that's what you lol is saying right.
@@irpanfauzi1160 I mean, to be fair, this is a boon for the devs. Now they have a veritable waterfall of steady feedback to constantly utilize for every patch note, every update, and so on for not just their personal rigs, but now everyone's set up. Just in the past two weeks, there's been three whole new patches which've drastically improved the game's optimization. At this rate, the game'll be on par with MGS5 and Doom eternal in that regard in no time.
Not to mention the funding, allowing them to both secure their studio's positon and allow further projects, both for the FW and future works to be in order as well.
@@bingusshlingus1442Exactly. It's almost as if this is a blessing in disguise for them.
There's definitely some work to be done on it, but so far I've been having fun
I think Forever Winter is the best use of EA in a while. "More people want to test out the game, so we're gonna drop it early and very cheap so more people can get access and test it and help us improve it and make it better so much quicker". So many people wanted it and so they let people in, and Fun Dog are so incredibly open about things that I think it's gonna be amazing very soon, and I already like it
exactly i feel like this one of the games that i can say for sure is actually making use of what EA should be used for. the devs are very responsive too and take feedback very well.
33 bucks is not "very cheap"
@@unknownit5315 Without a doubt, same thing how mp games used "betas" as a way to stamp out unknown bugs and issues before release and now it's mostly to just get more sales lol
@@ubisetter2351 Ehhh, tbf this looks AAA at the very least and most of those games are 70-90 for base edition. Comparatively cheap, but yeah, not very cheap.
@@zaneron8391 What's out right now is AAA art design and lighting effects on a AA shooter. I bought it on discount for $27 but for now full price shouldn't be over 25
As a long Stalker fan, seeing yourself stuck in an apocalyptic war setting that actually persuades you to use your brain and not just go gun blazing (in which most cases every modern fps is literally like that) i see great potential in this game if it ever gets full released
Makes for much better immersion.
As a fellow long STALKER fan I appreciate how FW is doing to force you to manage inventory to a very fine degree, I hope it features hardcore repair elements found in Anomaly/ GAMMA.
I don't understand what part of the brain does a regular shooter with simple stealth mechanics use
Yeah bro, this is a game only HIGH IQ people can play, you really gotta USE YOUR BRAIN
Just wanna note really quick that you getting stuck at 22:35 was not a result of getting stuck on small objects, but the recovery time from falling a long distance. If you drop from a big height you're going to be stuck there for a few seconds while your scav tries to recover from crushing his knees. Though I will say the game also sometimes struggles to recognize movement while you're in an animation right now and hopefully that will be addressed s more work gets done.
....old yeller?
@candroo I wanted to mention the same thing. His character was dealing with the stun factor of essentially jumping from a 2nd story building. In many games you can shrug that off, but like the devs have said, this isn't a power fantasy game, and you aren't "that guy."
I don't think it was just the dropping, it was taking damage from the gun too. anytime you're over encombered, it takes a long time to start running, and I've noticed when you're getting shot it takes even longer
@@harlantcgetting any 1 instance of high damage causes a stumble/stun, so like getting hit by a sniper can kill you easily cause his goon friends shred you while stunned haha
Yeah, that was the 'stagger' animation alright. Shotguns, Sniper rounds and large bursts of damage (say, 2-3 SMG guys mag dumping at you from close range.) will lock you up like that. It seems to be % of HP lost based, so Scav Girl gets the worst of it, but prestiging up reduces it a little. (because of increased max hp.)
Keep in mind people. We asked for Early Access, and they gave it to us.
I don't think that's remotely true. I vividly remember people telling them not to rush it.
@@fus132and plenty, plenty more screaming for it.
And that was a poor decision.
@@fus132it’s clearly early access and they are super receptive to changes to I think because a bunch of ppl are already diehard they have tons of play testers and won’t have to search for a publisher bc they have the capital to do it themselves hopefully this is a win
@@prind142 I couldn't disagree more. Early Access has given them more funding to work on it while at the same time getting the community involved in developing it. To work out problem areas early. Such as Water. The state of the game has nothing to do with this. It is Early Access and can be as early on as they want. After all Early Access can be Alpha or Beta. That is up to the Dev's/Publisher. The point of Early Access is to support projects you think are cool, not buy a finished experience.
The agro you're getting so much is your walking, sound is how most things see you in my experience, if you're stood still or crouched (in my eyes its you showing you aren't a threat) most enemies will ignore you. In general its either proximity or sound that grabs them for me.
Would be interesting to split it up, with the human AI being more visual based, can't imagine everyone's hearing is doing to good anyway lol. Then have more mech/robotic types use sound, would make things a bit more interesting IMO.
yeah it kinda works like that, flying drones for example do both but visually only if you're in the spotlight, audio is normally what makes em check your direction. Most will agro if you're directly in sight and they're just patrolling but if they're responding to other fights and you're close but hidden/quiet they don't notice ya.
Accidental proximity is what often forces me to go loud after a bit of practice. There is definitely an art to knowing where to go and where to hide in order to not get picked up by random incoming patrols.
In my experience its been mostly proximity and threat level, having walls between you and them also helps but think of a 2ft wall like 6ft of open distance. If you're LITERALLY next to them but separated with a wall they almost seem to "switch" to using hearing rather than seeing. I think people mostly understand that system but not the threat level system.
Like how Drewski requested the system that's already there. There IS a threat level system so if you're only carrying a pistol they will be more lenient but they're still not your friends, if you haven't killed any of their buddies they'll be even more lenient for example but it still depends, all of it is a gradient. If they're just running past, YOU also have to make an effort to run away from them because the proximity system is still in effect, just more lenient. But in general, too close = fight. And what constitutes "too close" is dictated by a lot of factors, this is why people are struggling. There is no "fixed" aggro range or timing.
People have programmed their brain to the Far Cry 3 style system of "hey, this guy will ONLY aggro if I'm closer than 20ft and it'll take exactly 5 seconds for him to spot me"
Unless you run into Europan sniper. They just vibe check you with 500 DMG sniper and walk away like nothing happens.
13:28 "Death icon" is a quiet kill icon. You walk up to an enemy, press V and watch an animated quiet kill. Doesn't work on every enemy, pretty sure there isn't one for cyborgs, but it's useful every so often.
Also mark enemies with Z to know what they are exactly. Helps a lot.
Worth noting that if said enemy is in a squad, it’ll alert the entire squad as well. So not _quite_ as “silent” as one might initially think.
@@OneBiasedOpinion i managed to take out 3 enemies in the same squad without any hassle. they were all sort of "stuck" after trying to relocate to an area where they heard a lot of gunfire, but two of them were literally standing 2 feet side-to-side and killing one didn't alert the other. alerting the squad might be a bug, or some other situational thing we dont know yet--
thanks for the tip
First moments of the intro and I’m hooked in this game. Love it. But you’re right the immersion needs work, it’s amazing how a near perfect model of this is already sitting as the STALKER games but nobody can replicate it. Hell, even StalCraft has good world events happening regardless of your being near or not. I love the menu UI though it’s has a retro feel to it.
This genuinely feels like STALKER and 40k blended together, to say i'm intrigued would be an understatement
It sure is surprising how the formula we know and love from STALKER is so hard to replicate in a good way. This game has a lot of work ahead of it but there is something very solid here and some what familiar that i hope they manage to pull off. Most people as Drewski said don't realize that this was pulled into early access EARLY.
@@TechnoOwler I mean STALKER has gained a Dark Souls like status overtime, so games like this that take inspiration from STALKER, are kind of in the same category as some Soulslike games
Really STALKER’s does quite basic things n is very janky but it works and is still so immersive especially with the gunplay in GAMMA
Yea, I wonder if they have a similar A-Life kind of thing going on or planned to have going on.. Maybe mix a bit of A-Life from STALKER, the Director from L4D, -and then the mob cap from Minecraft?- So then you'd be able to seemingly simulate a persistent world of NPCs, have their spawning be influenced by a Director algorithm that looks at your player state (which in L4D also kinda handles like saving zombies before despawning them so if you go back to an area where the zombies were despawned because you have gone forward the zombies would be spawned back in making them seem more persistent), and maybe since you're gonna be dealing with a lot of NPCs in the world, add a sort of cap to work around.
in two days the game made it to 74 percent positive on steam after the hotfixes which shows the devs actually care about their game. After 35+ hours i can safely say they have something really good going so LET FUN DOG STUDIOS COOK! I'm expecting the next update to let us actually destroy the Mecha Dogs and dismantle the Medium Mechs by destroying certain Hard Points
I’m hoping they fix the atrocious view with most weapons when ADS’ing in first person
@@Grottogoob yeah they need to iron out the mechanics lol. aswell as the objects you can walk through. But those are some things that they need to change too
More bug fixes before more content. But as of now I could see tweaking the stupid dogs. Also you can kill medium mechs already
maps seem too small though
Minor note @23:01 - You weren't stuck on objects, if you take a heavy hit, like dropping a full story to the hard floor, you get slightly stunned and can barely move, also happens when a buncha guys shoot you at the same time.
One thing that I think would really help with the AI part is more animations, actions and voice lines for them. Have patrols be chatting with each other, pointing out things in the distance, stuff like that. Have them assume a much more tactical/careful stance when they spot an enemy and use tactics like flanking and splitting up. Different death animations, instead of enemies just dropping while playing an audio clip have some of them struggle, coughing or struggling after being shot. Maybe have their allies run to them, or fight even harder out of anger. Stuff like that adds magnitudes more to a game.
It would be really cool if the stealth got super close to mgsv
oh so like... polishing? the thing you do towards... the end of development?
@@Staring4827 Cardboard boxes please
Absolutely nailed the main issues with the game as of now. One that you might not be aware of is the "himothy" runs you can pull on Mech trenches. Last night me and a buddy placed 20mil turrets and armed ourselves with heavy weaponry. We were able to kill everything that came our way and made off with 200k which in my opinion has been the most fun but also is completely different from what is intended by the devs. I really love the game, I just can't recommend it to anyone for awhile because the game feels like beta level gameplay. Although i do hope the tank gymnastics stays in. Probably the best bug ever
an interesting way to solve the issue is that if you make to much of a ruckus in a small area eg what you described the area gets hit by CBN or orbital strike
but.... early access is beta... so of course it's beta level gameplay?
@@eiennofantasy Early Access is early access. In this case it is more equivalent to pre-alpha gameplay.
@@heatnupwhich is still doing very well to be nearly beta-level quality with the state that most games are released these days
@@shadoeboi212that's a good idea imo
My built for DCS 2070, 5800X3D and 64gb of ram are running this at 35 fps on medium-low settings rendering at 70% resolution from 1080p. You're very lucky to actually get to see how pretty this game already is drew
damn, iam playing with 12700k and 6900XT and 32GB of ram with only 60-70fps on maximum, which annoys me. Mostly NVIDIA Users seem to have Problems.
3070ti, i512600kf, 32gb ram on 3000hz. Before TFW i never lowered settings below high in any game and always at 70+ fps in 2k res. This game i play at medium settings with 50% scale res. At the start i got decent fps, but soon after it tanks to 40 and 25 at mausoleum. This game needs optimization asap. I want to play mausoleum so bad.
I suggest you to lower scale res to 50 and set screen to fullscreen. Borderless or other options not working great it seems
Optimization is a top priority, hoping we get some soon. My rig runs it okay on medium but absolutely can’t stream it.
@@donk8961 personally believe it will be
they're running it on unreal engine, so if they're using any of the new tech the game's frames are going to suck for a while probably
new tech as in it literally released in the past year, while it's been "released" there isn't a game to actively test it (aside from maybe fortnite), and they're still adding things such as nanite for skeletal meshes
but they're probably doing a lot of stuff wrong since it's early in development anyway, in regards to optimization I think it can only go up
Just wanna add here that I'm 29.9h in and the friend I play with most just past 40h. The game is awesome. Go in with an open mind to soak in the world and don't focus on every little flaw. The game isn't finished, but what's there is so good, and it's only going to get better. A unique and memorable experience.
I think a good way if making the war ecosyste mote dynamic would be to have units spawn on the outskirts and move in to take objectives, rather than just spawning three meters from one another and fighting. The winning team stays and holds the objective or moves on to another one while the losing team retreats/dies and reinforcements are deployed specifically with the firepower to counter the enemy force.
"Some people have played this game for 40 hours, do you like pain?"
25 hours here, and I think you did reasonably well, you just need more experience to know when to be patient and when to take bold action. 32:26 I would have been patient, once you saw the squad was running PAST your hiding place, then you had time time to look around to make sure the entire squad was gone. Waiting just another 2 seconds for that last guy to pass and you would have been clear to jump that ledge and loot up. 35:09 is when I would have been bold, making a break for the exfil while the soldiers are too busy fighting eachother, you can zip right past them (you even ended up doing that a minute later even though it was MUCH hotter!)
So, I'm one of the people who's put 40 hours into this game. I freaking love it. Yes, it's not complete, but that's the point of early access. All I'm saying is that the game is more than worth the $27 price tag.
Fully agree. It’s raw as hell and sometimes I have to take a break when the game just gives me the finger for daring to run a mission, but I’ve not had this much fun for $27 since I first bought Satisfactory in Early Access 4 years ago. When it clicks and the code gremlins stay away, there are some jaw-dropping fights that I either get to watch, or (unfortunately) participate in. I can’t wait for more custom animations to be added, like mechs peeling off tank turrets like the tops of tin cans, or swatting choppers/drones out of the sky if they get too close!
@@OneBiasedOpinion If they can keep the same cadence and community communication as Coffee Stain has done with Satisfactory, I'll buy it. Until then, $27 is steep. Especially because none of the people I watch on YT is recommending this to be bought.
@@CODE-BROWN not sure I track. Is there another game with this kind of graphical quality and depth on the market for $27? I was not aware games were so cheap. I also don't let UA-camrs think my purchases through for me though, so perhaps I'm behind the curve on all this.
@@CODE-BROWNWhy do you rely on UA-cam grifters to see if a games worth? Buy the game, play it for like, an hour and if it's not your cup-a-joe, refund it.
@mitchellhalvorson9719 like I said, I've put 40ish hours into the game, and I would argue that the game is in a *very* playable state, one that I enjoy very much. I think it comes down to a person's tolerance for jank weighed against the positive features of the game. For me (and many others--just look around UA-cam) the positives and enjoyability far outweigh any jank we have to tolerate.
the art style of this game reminds me a lot of the beginning of the stop motion film 'Mad God' when the assassin is plummeting through the artillery fire. its been a couple years since I've seen that movie tho, so idk how good a comparison that is
That film was a major inspiration for this game, actually.
@dungeonmystic aaayyyyyy thats really cool
There’s a Russian short film about a never ending war, I can’t remember its name but I was reminded of it by this.
You REALLY need to play with the cyborg camera item. It shows you item caches and enemies. If you’re getting to know the game it’s a must-use so you can understand where things are. Honestly it’s just useful in general.
Also crouch, it’s essentially a stealth game first. Crouching lets you get real close to things. Just don’t peak out.
Also aim for heads dude. Never aim center mass on cyborgs lol you’re just gonna waste ammo
0:48 I've noticed there's a bug where sometimes AI won't agro on you but will just pop a random shot into you and keep walking as if you don't exist. It's dumb when the snipers do it because they're basically hitscan and do half your hp.
I think Snipers were actually designed so that they don't have any cues for going aggro on you.
Remember that you're not even the bottom of this world's food chain. That goes to the Infantry from all factions.
A sniper pasting a random scavenger out of nowhere would probably happen in a massive combat zone like this.
Same with Mechs and the turrets they have on their backs. The mech can be slaughtering a tank and the turret spots you and decides to put a burst of CIWS goodness in your area as a "Stay Away!" gesture..
You're basically playing as a parasite feeding off of creatures.
In this case, the creatures are several factions of guns and armor in what amounts to a biosphere made of and for nothing but warfare, for the sake of ONLY warfare.
@@centric3125 That's the problem though, they don't agro on me or even stay agro'd on me. They shoot once and ignore me and keep walking, they don't continue to shoot.
This happens maybe once every... 20 or so enemy patrols for me, so I don't think it's anything like a "warning shot" either, it seems to be a bug, or a warning shot system that only works sometimes.
Normally when the snipers in the squads agro on me (or any enemies for that matter) they still have the agro symbol above their head, so they definitely have cues. But when they do this "single shot and walk" kinda thing, they don't have one.
@@Jazzyo7 that's literally what they do though. THEY don't care about you. You're a fucking parasite in this fuckin wasteland of a wartorn country amd they couldn't care less about some random ass stranger looting. That's a warning shot, its like: "I shot you once and don't make it twice and permanent."
They're just zeroing in their sights
Thank you for this new video Drewski! I've had a rough couple of weeks so I'm so happy to be able to watch a video of yours. You have no idea how much calmness and relief they always give me. Thank you for everything you do! I cannot express how much your videos have meant to me over the years
I find it interesting that the way they have implemented current spawn mechanisms. I believe that is only a placeholder because the devs stated that spawns are supposed to come from each factions controlling side of the map. Where units will then go to fallout order generated for that map run.
You’re the first UA-camr I’ve seen calls out all my problems with it in one susinct video. It’s got so much potential and I feel like if they polish that stuff it could be one of the greats. 🤞 It’s the difference between “feels good” difficult and “feels bad” difficult.
29:55
Me: It looks like Beksiński's painting
Drew: WALL-EEEEEEEEEE
The buildings/megaliths reminded me of the deepest level in the film "Inception".
Your honesty and raw opinions are why I love your reviews on games
Probably the best critical review of this game I've watched so far. Compared to BigFryTV's review, you didn't go after your own audience for criticizing the video, so kudos for that. I think you hit the nail on the head when you talk about all of the game's design flaws. I've only played about 10 hours of the game and can say you are 100% correct about them because I ran into the same issues. Negative reviews are not the problem. It's reviewers who are vindictive about the game.
Definitely needs time to cook, but this was a thorough review made in good faith.
Tfw BigFry is just BigStan
Biggest problem with the online discourse is that the devs said it's very early access and stressed that everything is still a work in progress and you have shitheads like Bigfry acting like an ass for no reason. The devs said they wanted feedback and Drewski is doing just that.
@@adam4vik938 I think the feedback has been majorly constructive with the exception of some people. Fun Dog definitely knew what the stakes were when they released this game.
@@adam4vik938 Bigfry got paid to positively review Payday 3. AT LAUNCH. His word means absolutely nothing.
So 1 singular traumatic life event, hardware malfunction, or just being an adult can cause you to stay away for long enough to lose saves? Well thought through.
Good fair takes.
On water, am about 18 hrs in with 31 days of water stacked, and can take or leave that mechanic.
Defended it originally, but just because it doesn't really have any effect when you play, it is only punishing people for taking a break. I don't care if they tweak. Lots of great suggestions been made that are in line with the intent.
I'm not a huge fan of games that punish me for touching grass. I want to play a game that makes me want to log in every day due to the quality of the experience, and not because I need to keep some arbitrary resource meter filled. I got enough chores in real life, I don't like doing them in game.
@@theKashConnoisseur Yeah, this is very much a system that fits in really well with the lore and flavor of the setting, but sucks ass in terms of the type of gameplay it promotes.
It will be very interesting to see how the devs handle it, since from what I've heard about the studio from Riloe et al., they really seem to be designing with the mindset that vibes are everything in this game - Making an art piece first and a playable game second.
The problem is they also have it where you arent playing on a server nor do you need to be online. While water isnt used if its in your storage, you should be able to take a break and not lose potentially a hundred hours of gameplay and base advancing because you chose rl stuff over the game for a month etc.@@BackwardsPancake
I think that the water could be a really cool thing if it didnt reset everything and didn't run out when your not playing, say for example your stats are lowered and you are easier to detect when you have low water because your dehydrated so your character is clumsy making it enemies more likely to notice you. stuff like that would be a better use of the mechanic imo
crying when you got a game like rust.... spend 1 hour at most to get water lol tf is your problem talking about "punishing for touching grass" then this isn't a game for you and you can move on... people like you who cry and cry about these mechanics don't even break 100 hours on the game let alone 50 😂 so plz save your comments else where cause all it does for players who can spend a hour a day to restock water will get punished for people who barley play... wack af 😒 mechanic isn't for everyone and every game shouldn't be for everyone I hope they keep it and just tweak it abit for cry baby's and give a easy mode if anything 😂
Drew, if you ever need water, I'm sure your community would drown you in it lmfao. I love this game, for better or worse.
Tbf Drew, the cyborgs ARE basically zombies for all intents and purposes. Their brains are scrambled and they're drugged out of their minds, the only thing keeping them from turning on their Eurasian comrades being their implants.
My buddies and I have begun calling them, ‘Zyborgs’
@@vellikaari3008 and the booze, don't forget the booze...
this is what proper critiscm looks like, not just whining for X minutes, looking at you BigFry.
Also to note, Suppressors are super cheap and easy to acquire, and are very OP. Using a suppressor will only alert the guy next to who youre shooting at, and not every person around you. It also cures the muzzle flash issue.
I have basically stopped using any weapon I cant suppress. makes solo play a lot less stressful.
2:58 Oh it's one of _those_ games? Yeah no I don't have unlimited free time. Any game that punishes you for not playing constantly is one that deserves to be trashed.
I bet the devs will try and slip in micro transactions down the line that reduce the rate you lose progress or some shit
from what I have heard the devs were pressured into releasing an extremely early build because of the hype surrounding the initial showcases. It's a shame because this underwhelming release will probably shadow the games future for a long time even if it fixes all the problems it currently has. The current state of the game feels like it should have been for a closed beta or something similar.
Let's hope the team keeps developing it into a finished product because the potential and passion in display here seems limitless.
I mean this is the high point for them now, its probably all down hill from here business wise.
@@prind142you really are just in here to be a pessimist huh?
To be fair, they are very thankful. With a bunch of early access players coming in, it allows the devs to carefully prepare the unused/WIP maps to be ready AND helps optimize the game greatly. Hell, with how rapid the patch updates are, before long the game'll be as well opted as doom eternal and MGS5.
This will not shadow the game in anyway. If anything this will only allow it to grow more this is pre-alpha levels of gameplay and it already feels better then half of the 'closed beta's' we've gotten from triple A companies. They weren't pressured also they made the choice to ask if people wanted the game super early people said yes and they released the flood gate and said themselves the game will not be like what your playing. That it was indeed in a very bad state(but playable state) they're using EA as EA was intended to be used.
Damn, 3 views in 10 seconds. Thats actually really good. Glad to see your still pulling the views you deserve.
Those are, unfortunately, likely bots. It’s not guaranteed obviously, but it happens a lot.
6,528 at 24 minutes.
720 likes.
It hasn’t even been two weeks and this forced meme has already been driven into the ground
@@fakename287 I never understood why people did it, just so lame
@@gawkthimm6030parents aren’t around that’s why
I have a tremendous amount of optimism for this game. Was more than happy to support the development in early-early access.
That said, you have made a bunch of very fair criticisms. I hope the devs see. I also hope this vid opens up this game to more people.
Another great vid. Thanks Drewski!
The whole map looks like a Zdzisław Beksiński painting
That’s really funny, I just found out about this game on Steam for the first time this morning. It doesn’t really seem to be my cup of tea. I’ll watch you play just about anything and enjoy it Drewski. Thanks for the video!
2:10, I had that exact thing happen to me. I shot one cyborg under me, next thing I knew, there were 4 on the roof with me.
Man this game has insane potential. I really hope they can deliver. I worry with games like this that the dev's vision is too big for their means and it'll never live up to it's potential. Especially with how fleshed out the world has to be with battles going on without you, maybe even factions working together? I really hope the best for this dev team. I've been hoping for a game like this since Tarkov, but more geared towards solo play and PvE, as I really don't enjoy competitive PvP games. I hope they can make it a really solid single player experience.
Ive been excited for this game, really cool concept, looks like its definitely in early access though
Yeah well there's been alot of really good games lately that are still in Early Access so, let's have hope it gets even better later in it's development
@@TabathaTMartin yeah, I still don't understand why developers/publishers will release their games into early access, because it just makes the game look bad when they inevitably have bugs and are not polished.
@@GreekRussian367 As far as i know, it's supposed to gain player support, but also to gain feedback that will help in development. It's mainly a good way to test games without having to shell out too much money. You see this alot with Indie developers especially on STEAM
@@GreekRussian367 As far as i know, it helps Indie Developers gain a player base, is much cheaper than testing the games prior to release, and helps with feedback.
@@GreekRussian367 Well, that’s what early access was originally for. But the abuse of it from games has ruined the name.
Drew, I really appreciate that you actually mention all the real issues the game has instead of riding the cope train with everyone else. it's visually stunning and conceptually fresh, but it has a long way to go. And i feel like almost no other content creators are willing to point that out.
This game started as a speculative art book I think.
Looks absolutely cool but that water mechanic breaks it for me. I don't want to be forced to play regularily.
I don't care how easy it is to get water or how much water you can store, real life resource drain in a co-op PVE game is the stupidest shit I've ever heard of.
Disagree
Yeah, I can understand if they drained and when empty it just doesn't give you a buff instead of resetting things or nerfing you. Makes me feel like unless I invest everything into the game it's a waste as a player.
@@cavemanbonk8320
plays forever winter
gets water
has family event, lasts 2 days
loses literally all progress because i have a social life
???
@@cavemanbonk8320 just make it optional
one of the reasons that I requested a refund... though, the biggest was the fact that they can't even get their menus straight with different resolutions (if it's not on native it mis-aligns the mouse cursor), oh and the game runs like dogshit (yes, I know, early access, but that's also why I don't feel bad about refunding it).
I've been very curious about this game and this video did a great job of showing it off in it's current state, definitely gonna wait a bit to get it but I'm definitely gonna pick this up
I always wondered what its like being infantry in a war where Armored Cores are mass produced like paperclips. Welp, here it is.
Drewski: *proceeds to jump out from a scaffold about three stories high basically getting staggered because of the fall and the amount of health lost* "I couldn't move because I was stuck on small objects"
Old Man: "AAAAH my knees, my legs"
"do you enjoy pain" Ive got 60 hours already since launch, and once youve prestiged enough and gotten some good weapons, its not that painful thankfully.
highlighted the key strengths and weaknesses right away, good video.
The water mechanic and the devs using FOMO to make players constantly needing to play or lose all their progress is terrible. Not buying it until the water mechanic is removed or until it only drains while you're actively playing the game. Not going to support a game that removes resources while you're not even playing.
hey drew (and anyone else) I'm not sure if you'll see this but I wanted to point out a someone did a great look at this game 3 months ago, about the time of the trailer by the name of Riloe. they didn't really focus on the gameplay like you did; they were more focused on the how and why this came to be and shared the vison of what it is supposed to be for lack of a better description. their 2 videos from that time got me really invested in the game; not for the gameplay but for the idea of being an unimportant no-one on the side of this unending war. They shared some mechanics that really drove the game home for me that I think you missed, they were great videos that got me; someone who is uninterested in this genre; to care for this universe.
I think it's a good thing to note that the game is an alpha basically and the only reasons the devs went into early access is because the community wanted it.
I have to say that I really like the environment of this game. I've been writing a novel where two of the characters are refugees escaping from a war-torn planet and seeing what this world looked like did give me a big jolt of inspiration. The destroyed mechs, the mass gravesites, flying cows and constant fighting between the NPCs was fascinating to watch. When the game wasn't going mental that is.
When it spawns in units ahead of you, it doesn’t just spawn the units you see. It spawns an entire scene.
You can almost always just run away and find another route, but 7/10 times, a fight will happen in a minute, and you can run past.
And ffs, it doesn’t reset your progression. It empties your stash and resets your quests.
The hard part is getting character and weapon xp and that’s permanent.
Thank you for clarifying the situation. I had not read such a perceptive explanation of the scene-spawns from other commenters.
Wow this is the best review/description I've seen over dozens. The way you showed the forced spawning was brilliant! It really makes me want to wait to see if they keep working on the game to make it much better. So far it seems like a set piece. Made just to look amazing but not enough going on under the hood that's an actual game instead of a tech demo. They may just be want to collect a bunch up front to cover their losses and then disappear.
4:47 casually drops a bomb on all his single fans. I saw it Drew, I saw it.
Then go get laid or get a cat if your upset by it
@@nerdstormer3544Getting laid and being single are two different things. 😂
Also he wasn't upset by it. He was making light of it for comedic effect. Go get a sense of humor or a cat if you're upset by it.
the concept, atmosphere and art style are perfect so i hope they craft this into something worthwhile
Jackfrags played this and damn i love watching this game even tho its still very buggy and unfinished xD
Its also very refreshing to have a studio actually set on their fans and make a game like it should be made, that's just awesome, and this game is already on the 5k player activity! it seems like a promising game on the rise. "We Will Watch Your Career With Great Interest"....
War. War never changes
This game does a great job making you feel small in a war that’s not yours to fight
This game would be perfect with somewhat realistic gun physics (recoil, velocity, pen etc) and no health bars
you can disable UI, so that gets rid of hp bars
@@gameboom7579 by no health bars i meant that enemies would be 4 shot at best (you too) and not 15 or so
yeah i think they said they aren't really going for realistic ballistics, more arcady but i could be wrong
@@gabemulkey484 dumping mag just to kill a human is not really immersive for me so sad info
@@gabemulkey484 The gameplay would really benefit with better rifle ballistics though, currently the shotgun is the only thing that can actually do something regarding default weapons
Good that you made a video about this because last time I saw this game, was in a pyro stream, on a video. Forgot the name but not the concept.
20:42 that's something they've said is a mechanic. idk if it's actually implemented, or working as intended if it is, in the EA version tho
It's in, but it's in a really early state. What weapon you carry is a big part of it, bringing a 40mm grenade launcher or 20mm anti-tank rifle will get you the immediate and serious attention of Medium Mechs, Exos and Tanks, which you DO NOT want. (meaning the tanks will use their main gun, mechs will deliberately hunt down the source of hearing 20mm shots and use their main gun to kill you etc.) There's some issues with conveyance an AI awareness going on that they are working on. Sometimes a soldier looks at you with no icon and you can't be sure if they saw you and didn't care or didn't see you. An icon for 'dismissed as non-threat' would help. Currently you have ? for 'investigating/suspicious' ! for 'Actively engaging in combat/hunting a target' which makes them fire on sight of you and () for 'actively trying to kill you in specific'. Incidentally, ! guys may be entering combat mode on another enemy force instead of you, but the marker is so you know they're twitchy enough to shoot first on spotting anything.
I really hope to see more of this. This game has potential.
5:03 As a The Division 2 player I feel like I should be the one actually having ptsd. Enemies and fights just spawn a few feet away sometimes right in front of you.
Yeah but the fights in Div2 quickly envelope you, thus making you very much so a part of the fight. Looks like in Forever Winter there's this separation between the player and the activity going on around the player. Even when you're supposed to be "in" the fight it looks like your presence doesn't even matter, you just go through the motions. The random, open world fights in Div2 can get pretty nuts and can take on such a dynamic personality. Super fun.
@@Cryotyde I agree but I’m talking about the spawning specifically. Not to mention I know that you are basically a side character in this game unlike Div 2 I just hate that I see a fight anywhere I go most of the time. I also believe both games can have dynamic fights just one is really buggy and wants you to avoid combat while the other is also buggy at times and wants you to be in combat.
I also know fights can be kind of dynamic at times because of the BTSU and True Sons being allies. Aside from that it’s pretty repetitive at times.
20:35 I saw that you walk and run a lot. Your aggro range is based on how loud you move. If you crouch then 90% of enemies will ignore you within earshot, saves for cyborgs.
What surprised me more is the amount of people that don't know what early access is.
Rust for example
It's early access was just a boring empty map with some zombies and the most broken build system.
To me this game is just like any other early access.
Unfinished, work in progress game that allows devs to get better feedback for the final product.
Like how drewski gave his feedback at the biginning
The issue is compounded by smaller devs using "early access" as a way to profit from unfinished projects that ended up abandoned a short time later. And speaking personally, I find it a bit galling when a project being supported by a company the size of EA releases what amounts to a prerelease alpha playtest and charges us money for it. If you're going to have the community stress test and debug your game, the least you could do is make the alpha test free.
@@theKashConnoisseurlmfao that’s not how the world works buddy, nothings free if your community is gonna beg the devs to release a game against their wishes then act surprised when they charge you for it then your srsly need to take a look in the mirror and ask yourself why your so goddamn stulid
@@theKashConnoisseurthis game isn’t supported by EA the game publisher… EA means early access
Finally, I have been waiting for this type of game for years. I really hope that it's not a massive failure that has so much potential.
I've had good fun with this game so far, the jank is definitely a thing, but I've found the gameplay loop pretty enjoyable... I ended up effectively maxing out traders and base upgrades after a couple days. The character that can use grenade launchers just decimates big enemies and crowds of goons with nades and MGs.
Thanks for the solid review, and I will wait a couple of months when things are tuned up.
I like the water mechanic, but I can put in a cheeky run or 2 a day during my break (WFH).
Is honestly a really simple fix: Make it an option. Either it drops daily and you have to keep it topped up to keep stores, or it never goes down but you have to spend it to keep stores open/reopen.
+1. Like Diabolo where you can choose Hardcore or Casual, I feel like FW could have hardcore as it is then Casual with no offline bleed but a really small in-game capacity or accelerated draw down so every minute playing counts.
Perhaps hardcore is a small extended family group and casual is a medium sized village.
I like that idea. Maybe add an extra incentive for the “hardcore” mode too.
@@OneBiasedOpinion The water mechanic is not hardcore, it is pointless. Other comments have said it as well: "Water is easy to get." So that defeats the point of the system. They should have made it meaningfull and I hope they will do that. No realtime nonsense, that kind of punishment for not playing, not playing bad or messing up but not playing has no place here.
There's other options as well: 1.) Make water quite rare, but remove the decreasing water level so that what you earn becomes a sort of permanent unlock. 2.) Keep water as an easy to get resource, but only have the water level decrease while the player is logged into the game, so that players aren't punished for taking breaks and doing other stuff with their lives. 3.) Make water a currency that can be banked and saved, and spent as needed to open shops. Shops could still close down without infusions of liquid income, but you'd never lose water for no reason.
@@theKashConnoisseur water is one of the currencies used to upgrade the base (The Innards), so it's already in demand by the citizens you're feeding AND for expanding things like water storage and the like
So I've been playing it for a while and yeah its janky but that anxiousness and fear it produces and the feelings are what really keeps me coming back. I want to see where this goes and watch fun dog refine this into the goat ik it could be.
2:51 hell yeah y’all went to Matt’s in SA? Did y’all make a video?
He’s his brother I think
@@Gecko_2031that piece of information is honestly shocking to me lol
If this is real, my brain is making their voices match
@@tannerprthey are in fact brothers. Theyve done several videos together on matts channel you can search for
Yeah he is his Matt’s brother. Some of the older Off the ranch vlogs had him in it too
ive been watching this games news for a few months now, its awesome to see it beeing played.
> Do you like pain?
Yes. Honestly though, it's sucked up a bunch of my time because the highs are WAY higher than the lows. When the game functions as it's supposed to, there's really nothing like it.
My my Drewski. It’s been a very very long time since you’ve popped up on my FYP
Imagine a 40k version of this, you shoot your las gun ant a tyranid to get it off soem loot and suddenly your surrounded, out of no where adeptus astartes arrive after hearing the las gun sound and your stuck in a battle between space marines and tyranids
This game is basically already a normal day on mars
I saw another guys in depth 2 part series break down on this game and i am so stoked
that intro made me want to buy the game immediately and then you shattered my hopes lmao
I really really *really* want a game where you play as a scavenger in the Armored Core universe in Rubicon
EDIT: also yeah an "immersive UI" mode is a must
Eh i mean cyberpunk was rubbish at launch but its good now. This is early early access preety much free beta testing for them. I will wait like a year and see then. I didnt expect wonders. I have some hopes.
I've been waiting for you to cover this game! Thx :)
no one has learned from gray zone. crazy.
Yo glad to see you are picking this up!!! I love this game!!
You know, you gotta appreciate people like Drewski who actually know how to play these games. I saw another guy play it and it pissed me off how clueless and not entertaining his gameplay was.
honestly i really appreciate the balanced take on the game, showing what makes it an amazing game, while also showing all the things that make it a bit of a dumpster fire.
ill definitely keep an eye on this but ill certainly be waiting for a more complete version.
When I see people complaining about different aspects and making new playstyles out of spite.. that still feels intended, I just see teammates with different specialties 😂 I love this damn game.
I think the Concept is an inspiration to "The Great Decimation" aka "The Big One" is a Global Conflict (Year 2053-2059) mentioned in the lore, files and from characters in Observer. Its a reference of a battle between the Polish Republic and the NRE (New Russian Empire). The whole warzone became a nuclear wasteland due to nuclear fire raining down. But that's what it reminds me of. (Observer is a Psychological Cyberpunk Horror Game)
The second Tarkov put in that your skills diminish when you dont play the game, i stopped completley..
I am a working person who has a life as well after work. My main duty off work cant be farm and maintain my progression xD
Sometimes i have only time to game once a week.. This is a deal breaker for me. why tf has no one mentioned this earlier?!
because it isnt as bad as people are making it seem. ive only got like 3 hours in the game rn and have enough water to last 10 IRL days. water is not hard to obtain and the base level of your base can hold 55 days.
@@tatermunchies5449 and so we should ok with loosing progress in a game if for any reason you had to take a short break from gaming regularly?. I hate any such forced commitment games
@@gawkthimm6030 Pssst, maybe the game isn't for you. but again the water system is not nearly as bad as people are saying it is. You could easily fill your water supply with one good session, with a base capacity of over 50 days.
@@tatermunchies5449 I certainly wont be putting money into it until its out of early access, but a lot of the ideas and designs are great, but the jank mechanics not so.
@@gawkthimm6030 I agree, it needs some more time too cook for sure, but the water system is not the issue at this time. if you could only do like 10 days at a time and the water was impossible to come across i'd agree with people saying its too punishing, but i just dont agree on that front
Brooo I was really immersed just by watching you play! If this game were to be to polished and add dynamic AI and enemies I would literally explore this world on hours on end. I love games like this. I used to load into Destiny 2 and go travel to different worlds and scout around watching enemy ai interact with other enemies or the world. I would also spend hours going out of bounds exploring the huge maps lol.
Also if they add co-op on it would be insane. Maybe even split screen
I don’t get how “the water system is fine because I already have 90 days of water” is a good argument. That just means that the water system failed at the real intention of being a constant threat that needs to be sustained. It only seems to punish people who don’t have much time to play the game rather than being an actually punishing mechanic.
Oh wow this is literally a game I have been hoping for since I first watched "Flying Fortress" short films by the CGIBros. Very excited to see where this goes.
This game is extremely weird. People keep hyping it up everywhere. But in all the gameplay, it look jank. Apart from the environment design and map, nothing look finished. I know it is unfinished game but games that come out like this rarely get THAT much better.
Itll crash hard like all the other overhyped shit
None of these last through the insane hype and lies people spew about it
@@TuriGamer Literally nobody has been hyping this up or lying about it, and the devs have made it very clear that it's an early build and a long way from a 1.0 launch. You should consider a career in journalism with unsubstantiated and absolutely brain-dead takes like that.
I enjoy the game, hell i have a small team i run regularly with. I will not deny that i'll put it away for awhile every now and then. Yes this game needs a lot of work, and the game is getting the work. The developers were partially strong armed in to very early access by their supporters, especially those that failed to get access to the closed alpha.
@@kodo2795 The only reason anybody cares about this game is because this one conman keeps spamming videos about it promising the best game of all time purely on concept art and empty promises
@@TuriGamer me when the game takes time to develop:
I definitely believe in the vision of the game and am hopeful for its future. Which is why I picked it up. Thankfully Riloe gave me enough of a look into the game and the other research I have done to make a informed purchase. I do think that the water deleting while you aren't playing is pretty sure. Especially when I don't always have the time to play because I'm a dad and all. So yeah.
I mean had you spent more than the little amount of time you did when first playing you would've noticed the water mechanic and probably of gotten enough to of last had you actually played more or tried to get water. It really isn't hard to get water and the gripe for it is a pretty mute point. If you're going to play the game, water wont be an issue.
1. It's moot point. 2. Losing all progress just because you have a life is bullshit. We can't all be pathetic cunts like you.
My biggest problem sonfar is the ai not remembering that it isnt supposed to know exactly where i am without seeing me. Ive seen enemies literally fighting with themselves on which way to go because it wamts to go one way but knows im a different way. Not to mention enemies randomly leaving paths ive watched them take multiple times to come directly at me in my hiding spot that is no where near them
Extraction shooters are the new zombie survival games now, not interested in them at all anymore.
It actually felt immersive as hell! The environment looks beautiful, exactly how a post world war would look like
people hate the water system, but the devs buffed the hell out of the max water before release. you can easily get a month of water in just a couple hours. play a couple hours, get a month of water, and you can worry about personal stuff, or other stuff in game, for a few weeks. in 30 minutes on release i had a week's worth of water, it's not difficult to do.
that said, yes the game has it's issues, but for me at least, performance isn't really one unless it's loading things for the first time.
Couple hours? More like 15 minutes. A single 4 minute mech trenches run with bagman will net you like a whole week of water.
i have only played like 10 hours with the help of some friends i have the 99 day cap still think mechanic is ass though or at least don't have it enabled for the EA phase
That's still not an argument for having the water system, though. Either it's so easy to get and store that it does nothing and may as well not exist, or you randomly lose quests and inventory because you couldn't play for a while. Either way is bad.
Awesome concept - hopefully in a year or two most of the issues will be ironed out.
It's an extraction shooter... You need wipes to keep the game fun. But this isn't PvP so there is no wipe. Hence the water mechanic. It a lore immersive way to wipe and also make water feel like liquid gold... It's kinda needed
off-line resource drains in games are just an artificial method to force a commitment to games...
I get why you would think that but currently there are no micro transactions, just the base fee what would the point in doing that be if they earned nothing from it
@@tjmaximous8263 to get people invested, sunk cost fallacy is a thing; "I have put 10 hours into the game, I like the design and atmosphere", yes I like this game (with bad janky mechanics thats not enjoyable)...
@@tjmaximous8263 early access in itself is a tool for developers to aern money on an unfinished game, based purely on trust...
The factions fighting are Europa (NATO) vs Euruska (Russia&Africa) and Eurasia (all of Asia)
Keep up the good work here
The things 30 devs were able to make in FW is impressive and good work won't be stopping
where in the game can you learnt that?
@@gawkthimm6030 they have discord server and from other UA-camrs who delve deep in the lore
@@gawkthimm6030 there's a youtuber called riloe that the devs brought on. he's made a couple videos before the release.