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Codex Review RPG Codex Review: ATOM RPG

Atomboy

Atom Team
Developer
Joined
Oct 1, 2016
Messages
728
Given the game's abundance of food, I'd rather have it implemented like in Battle Brothers, so that it's just represented as a bunch of stacking items being drained overtime according to party size. Still Offers a decent money sink consideration, but lacks micromanagement and spoon-feeding everyone.

I don't know, but the game did a great job in making the fool feed tasty as opposed to something you simply click on to consume. Great icons, descriptions, sound effects at the campfire.
Given the game's abundance of food, I'd rather have it implemented like in Battle Brothers, so that it's just represented as a bunch of stacking items being drained overtime according to party size. Still Offers a decent money sink consideration, but lacks micromanagement and spoon-feeding everyone.

I don't know, but the game did a great job in making the fool feed tasty as opposed to something you simply click on to consume. Great icons, descriptions, sound effects at the campfire.
Repeted stuff like that gets old real quick, and brings no real value after you've read them all.

Sigourn guessed our way of thinking! First iterations of the game had you carry meat, and then one meat would go away from your pack every 2 minutes spent walking on the world map. It wasn't bad at all, but then we made the campfire, the sounds and the descriptions, so it turned out pretty atmospheric and we decided to change the system to what it is now. It can get boring if you have to eat for your wounds' sake every 10 minutes of playtime, but there's something to making that campfire, picking what to eat, listening to the rat meat sizzle on the coals and stuff. We also thought about a more intense sleep and thirst mechanics in the early days but it eventually came down to "better make a single, but nice and roleplayable mechanic" than 3 kinds of fuels that always run out making you dead.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Given the game's abundance of food, I'd rather have it implemented like in Battle Brothers, so that it's just represented as a bunch of stacking items being drained overtime according to party size. Still Offers a decent money sink consideration, but lacks micromanagement and spoon-feeding everyone.

I don't know, but the game did a great job in making the fool feed tasty as opposed to something you simply click on to consume. Great icons, descriptions, sound effects at the campfire.
Repeted stuff like that gets old real quick, and brings no real value after you've read them all.

Yeah in the end I just ate for the exp.
Although I really like how some of the food gave meaningful buff if you stack'em just nice.
Made my Endurance Build more tolerable with condensed milk, onions available.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,399
What exactly the review mean by reference?

I didn't play the game so I have no way to judge it but I only wanna know if this is russian Fallout 1 or russian Fallout 2? Claims that you need to know soviet culture era to enjoy the game remind me a lot of Fallout 2 and that doesnt feel good.

If it is russian Fallout 1, I'm on board, if it is russian Fallout 2...

To me the focus of a post apocalyptic setting should be what happens AFTER the bombs fell and not what happened before the bombs fell or otherwise the player will feel disconnected from the actual game world as, constantly, things that have nothing to do with his experience on the moment will pull him out of the game, too much references tend to take the focus away from the world the player will actually explore to the world the player won't.

It is okay to use cultural artifacts to enrich a setting, actually that is key to good world building but as an hypothetical example: having an entire encounter designed mostly so you could make a reference to some obscure episode of Lenin's life that is fucking bad, if you are russian or not, you design an encounter so it has meaning that is actually relevant to the present post apocalyptic world and then you add an reference to add extra meaning otherwise the post apocalyptic world is just an useless prop and you aren't actually interested on it. I hope the ruskies were smart with this.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,988
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
What exactly the review mean by reference?

I didn't play the game so I have no way to judge it but I only wanna know if this is russian Fallout 1 or russian Fallout 2? Claims that you need to know soviet culture era to enjoy the game remind me a lot of Fallout 2 and that doesnt feel good.

If it is russian Fallout 1, I'm on board, if it is russian Fallout 2...

To me the focus of a post apocalyptic setting should be what happens AFTER the bombs fell and not what happened before the bombs fell or otherwise the player will feel disconnected from the actual game world as, constantly, things that have nothing to do with his experience on the moment will pull him out of the game, too much references tend to take the focus away from the world the player will actually explore to the world the player won't.

It is okay to use cultural artifacts to enrich a setting, actually that is key to good world building but as an hypothetical example: having an entire encounter designed mostly so you could make a reference to some obscure episode of Lenin's life that is fucking bad, if you are russian or not, you design an encounter so it has meaning that is actually relevant to the present post apocalyptic world and then you add an reference to add extra meaning otherwise the post apocalyptic world is just an useless prop and you aren't actually interested on it. I hope the ruskies were smart with this.
I certainly didn't get all the references, but there are quite a lot of NPCs, encounters, events, etc. in this game.
Few of them seem out of place, but fitting at the same time. I really don't know how to better describe it.

Mild spoilers (nothing main story related, just a guy you meet in a city):
You meet a guy seemingly dressed in some 60s scifi dress, claiming to be a time traveller, who asks you break up a teenage couple so that a certain tyrant (or their descendants...) is never born.
You can break up that couple, go back to him, and he reveals that it is actually him seeking world domination and you removed an opponent in the far future, and then disappears mysteriously.
So you might have fucked over mankind at some point in the future.
This whole thing is totally weird, but still doesn't seem entirely out of place.
And, it might absolutely be a reference to something, but even if it is, it wouldn't be a bad thing.
 

Deleted Member 22431

Guest
To me the focus of a post apocalyptic setting should be what happens AFTER the bombs fell and not what happened before the bombs fell or otherwise the player will feel disconnected from the actual game world as.
That's a real flaw of the game. Too much emphasis on a socialist past.
 

Crescent Hawk

Cipher
Joined
Jul 10, 2014
Messages
653
The game is honestly pretty good. Its amazing how solid it is. I am probably close to finishing it and I must say the story is meh, and believe me I dislike the overall soviet aesthetic, but those things just slip under a really stable and fun game. God fucking damn it after Underrail and this I really want a fucking dark edgy as fuck sword and sorcery game with the same concepts.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,062
What exactly the review mean by reference?

I didn't play the game so I have no way to judge it but I only wanna know if this is russian Fallout 1 or russian Fallout 2? Claims that you need to know soviet culture era to enjoy the game remind me a lot of Fallout 2 and that doesnt feel good.

If it is russian Fallout 1, I'm on board, if it is russian Fallout 2...

To me the focus of a post apocalyptic setting should be what happens AFTER the bombs fell and not what happened before the bombs fell or otherwise the player will feel disconnected from the actual game world as, constantly, things that have nothing to do with his experience on the moment will pull him out of the game, too much references tend to take the focus away from the world the player will actually explore to the world the player won't.

It is okay to use cultural artifacts to enrich a setting, actually that is key to good world building but as an hypothetical example: having an entire encounter designed mostly so you could make a reference to some obscure episode of Lenin's life that is fucking bad, if you are russian or not, you design an encounter so it has meaning that is actually relevant to the present post apocalyptic world and then you add an reference to add extra meaning otherwise the post apocalyptic world is just an useless prop and you aren't actually interested on it. I hope the ruskies were smart with this.

I just got a quest from a "leninist"(which is a cult that believes Lenin was a supernatural being that ate trotsky and stalin when the three of them were secluded in a cabin IIRC) to stop some 'mutants'(which apparently are just regular capitalist people) from melting a lenin statue to sell the metal. There's references like that all over the place, so yeah, it is russian fallout 2.

I don't really dig the writing and most of the quests, I think they're pretty weak overall. However the game does have solid classic cRPG mechanics, which probably explains why I can't put it down.
 

Atomboy

Atom Team
Developer
Joined
Oct 1, 2016
Messages
728

Swigen

Arbiter
Joined
Dec 15, 2018
Messages
1,014
Game is badass, only thing keeping it from being a 10 outta 10 mastapeece is that there are no Russian accents.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,988
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
run out of vodka?
You do know where they are, right?
Might as well ask an American if they ran out of bullets.

Game is badass, only thing keeping it from being a 10 outta 10 mastapeece is that there are no Russian accents.
Well, to be honest, there are a few things keeping it from a 10/10:

- Companions are all-around bad. Bad stats (7 AP, wtf, enemies have 9), bad AI (willingly shoot you in the back, fight to the death, waste bullets on weak ...), no proper equipping them, no easy direct control (only this cumbersome hold left mouse button down thing).
- Some skills seem entirely pointless: Tinkering (nothing you craft is better than what you can find/buy), Barter (enough money anyway, plus you can use Speechcraft to get more rewards), Martial Arts (what for? Melee weapons are straight better), Pistols/SMG (just straight worse than automatic rifles and perks for pistols are mostly bad)
- Map travel speed is so slooooooooooooooooooooooooooow
- No way to speed up combat animations (making combat with many enemies pretty damn slow)
- What's the deal with that holding left mouse button down stuff? What happened to good old right mouse button?
- Poison buggy during combat, forcing you to swallow antitoxins every 2nd row in these areas
- Aimed shots almost entirely useless

It's still a 7/10, though. With all of these things improved, I'd set it at a straight 9. But those things really need to be improved.
 
Last edited:

razvedchiki

Magister
Joined
May 25, 2015
Messages
4,287
Location
on the back of a T34.
You do know where they are, right?
Might as well ask an American if they ran out of bullets.


Well, to be honest, there are a few things keeping it from a 10/10:

- Companions are all-around bad. Bad stats (7 AP, wtf, enemies have 9), bad AI (willingly shoot you in the back, fight to the death, waste bullets on weak ...), no proper equipping them, no easy direct control (only this cumbersome hold left mouse button down thing).
- Some skills seem entirely pointless: Tinkering (nothing you craft is better than what you can find/buy), Barter (enough money anyway, plus you can use Speechcraft to get more rewards), Martial Arts (what for? Melee weapons are straight better), Pistols/SMG (just straight worse than automatic rifles and perks for pistols are mostly bad)
- Map travel speed is so slooooooooooooooooooooooooooow
- No way to speed up combat animations (making combat with many enemies pretty damn slow)
- What's the deal with that holding left mouse button down stuff? What happened to good old right mouse button?
- Poison buggy during combat, forcing you to swallow antitoxins every 2nd row in these areas
- Aimed shots almost entirely useless

It's still a 7/10, though. With all of these things improved, I'd set it at a straight 9. But those things really need to be improved.

you can speed up combat in options,and command followers in battle to choose target etc.
also the last pistol you can craft is quite good,and with some perks it can fire for 1 ap and never jam.
 

Deleted Member 22431

Guest
The distribution of exps is fucked up and rewards grinding. Go to five different locations to complete a quest. Earns 64 exps. Kill 3 wolves. Earns 200 exps. What should I infer from this? That quests are less important than repetitive trash mobs in the map. It feels underwhelming.

The game needs more informatiion in a couple places. For instance, if I hover the mouse over "withdraw" I want precise information about how this shit works, the penalties, etc. The same can be said about hunger and anything else.

Some minor things would improve the quality of life of the gameplay significantly, e.g., the dialogue box oftens hides the small box. You earn 100 rubles doing a quest, but you need to close the diaologue box to figure it out how much you earned.
 
Last edited by a moderator:

Deleted Member 22431

Guest
Map travel speed is so slooooooooooooooooooooooooooow
It's faster with more points in survival, no? I got the impression that it needs to be this way because it is balanced around the hunger mechanics, the random encounters, etc. It also makes you apreciate the damn car so much more.
 

Crescent Hawk

Cipher
Joined
Jul 10, 2014
Messages
653
Yeah if there is really any fault in this game is that its too much like Fallout 2. Also I am really starting to see the story and most quests are mediocre.
 

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