This is a continuation of my ongoing review of The Solus Project. Having played a good deal more of the game, I'd like to comment on a few more impressions.
In my last post, I noted that the underground space appeared far less diverse and interesting than the outside world - but that I got the impression there was more to that part of the game. Well, this is certainly true. Without giving much away, I think it is safe to say that there are fairly extensive ruins underground to be explored, with striking architecture and additional hints about other intelligent life-forms, These underground spaces are interesting as well because they can contain secrets - creative thinking of the tools available and consideration of the physical space around you can reveal passages to upgrades and other goodies.
The underground spaces have helped solidify a bit of the vague... perhaps not "narrative" but "theme" of the game. There is a loose plot tied to survival on this harsh world, with context provided through notes and audio logs as noted before, but your personal story is given more context as you learn more about the world as well. It's not just a "space" you are trying not to die in, but there's a history here as well.
The environment
I remain somewhat disappointed in some of the variety of the natural underground - there have been some striking locations in the caves, as well as some hazardous ones, but more or less it's fairly repetitive scenery until you hit the next exit to the surface or underground structure. A few noteworthy components are immense glowing crystaline features that are also characterized by a dramatic decrease in temperature in their vicinity. They are beautiful to look at, add variety to the space, and because you actually care about body temperature they carry physical meaning to the player (that being said, I have yet to feel endangered in their presence. This is in part because you won't get far anywhere in the game without some basic supplies to help regulate your body's needs, including temperature. And because of that, I have yet to be in their presence without protection against hypothermia already at hand). Another noteworthy experience was when I stumbled across some benign organisms that look and sound terrifying in motion, while resembling some sort of plant when static. These little buggers scared the life out of me. I have also (once only) encountered some not-so-benign organisms in the tunnels... this was a refreshing change of pace given the aforementioned complaints about the caves, and certainly got my blood pumping.
As I have played more through the game, the hazards of both the environment and the ruins have drawn me in. I've been seriously injured by traps that looked to the clumsy wanderer like decoration, but upon reflection a wiser and more scarred me could appreciate the clues that should have warned me to give them a wider birth. Similarly, who knew weather and meteorological phenomena could be dangerous, right? Sure, some games you might take damage in severe blizzards, but here you really do not want to get caught at night in a pouring rain or snow - and don't get wet or that situation will really become untenable. Ever seen a meteor shower in a game and thought "ooh, pretty lights" and left it at that? That was my reaction during the first few I saw. Until one of the meteors actually hit me and instantly ended my suffering. Suddenly I realized that hail of fiery lights I'd been treating as "atmosphere" was in fact equivalent to a German shell bombardment in WWI and I was a poor sap in a trench.
I am really enjoying the manageable but tangible and realistic challenge the physical world poses in this game. It gives meaning to features that are just eye candy in so many games these days.
The sound
Another feature of the game that deserves some attention is the sound. In general, so few reviews comment on audio these days, and I think I would be particularly remiss if I neglected to give the audio any mention when discussing this game. This is because it's so good, and plays such an important part in the atmosphere of the game. There is a musical score that fades in and out times, but it's very subtle (in a good way. Read: unobtrusive) and the simple reverberating notes mesh well with environmental sounds in the game. Contextual shifts in this underlaid score only enhance this organic feeling (e.g., when a significant change in the environment is emerging). Most actions, entities, and events in the game have a sound, and most of the time the only thing you hear is your breathing, your footsteps, and these ambient noises. Sometimes there are important cues in the sounds - for example critical physical conditions or states of exhaustion result in corresponding changes in your breathing as well as your vision, and sounds can warn of, or amplify the gravitas of, incoming atmospheric dangers (earthquakes, the aforementioned meteors, etc). Of course you have many visual cues signaling these issues and events; nevertheless, the sound effects are skillfully done and really add to the sense of presence. They help make the world feel more alien, your body more real, and your actions more physical.
Overall, I'm loving the game.
There have been a few design choices that are annoying. For example, in one instance a very important item to progress was hidden in the whole, vast, dangerous world, underneath a pile of items I didn't need (and didn't have room to pick up). Here you might argue "it's your fault if you aren't exploring the world deeply enough" - but the reader should bear with me: there is no "item list" when looking in a crate like you might find in RPGs. Everything is interacted with in-engine, such that if opening container reveals a pile of objects... it is literally a pile of individually-rendered items that must each be manually moved in order to see if there is anything underneath. This is very realistic; I appreciate that. I can hear the indignation at this line of complaint rising already, and there may be a lesson for me here (to go rifling through every pile of crap you find). But even in the context of a survival game it came off as an unnecessarily frustrating level design choice in this one instance. Maybe hide goodies this way, but a quest item? It's not a "puzzle" - you aren't challenging my executive functions so much as my dumb luck and an unhealthy predisposition for dumpster diving. One assumes the developer figured "hey, the player will want these items, so when they pick them up they'll find stuff underneath!" - but if you are a diligent survivalist, effective scavenger, and resource manager, then that assumption may be very very wrong because you in fact have no need for those items and this can lead certain players *cough* to spend ages wandering the region and overthinking the issue ("maybe it's an elaborate puzzle I need to solve! What can I click on in the environment that could be relevant to the barrier in front of me?". Nope). You are strongly disincentivized from manually dropping 5 items you need from your inventory in order to pick up 5 new items in front of you which you do not need.
These are minor grumbles. I have yet to experience any bugs, and these experiences are more questionable design choices at worst. I can't wait to play more, and feel comfortable already saying that it has been worth more than its early access price to me.
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