Monday, February 4, 2013

EVE divine Cybermancy warps the FPS into an intersting shape

A fascinating cyberpunk science fantasy is the backdrop for E.Y.E. Divine Cybermancy, Streum on studio's first commercial release. The setting is an unusual mix of cyberpunk and space opera, the player is a psychic cybernetic space Templar belonging to Secreta Secretorum, an organization devoted to fighting the Metastreumonic-force(a malevolent psychic force that spawns monsters that are hostile to humanity), whom awakes with amnesia in a cave; he is plunged into a convoluted power struggle between the stellar federation and the Secreta and within the Secreta itself. The plot is hard to make out due to a bizzare translation, but considering the voices are speaking gibberish based on real languages and how distant and strange the setting is the flawed translation actually contributes to the mood.
The art direction is classic cyberpunk, dark megacities with tacky billboards pasted everywhere, and everyone is dressed in paramilitary garb or an improvised combat outfit of some sort. The color scheme of the game is dark near monochrome and helps build the desolate mood, but is also a good example of why not to have a dark near monochrome color scheme; far too often I asked myself “is that the floor or a pit,” or “Is that an enemy there? There's a street light there and I can't even tell.” The player has a flashlight that they can use, but it has the power of a candle, and it fails to be terribly useful. Generally a “dark future” shouldn't be taken to mean that the future has bad lighting.
Character growth is limited by two factors, experience and money. Experience levels up the character, which gives three skill points for the player to invest in their character's stats, and money that can be used to buy new weapons, psychic powers, cybernetic implants(which add new abilites), improve the character's cybernetic argumentations(which can add to stats or reduce energy costs for various implants among other things), or research new technologies(which is passively done once paid for) to unlock new upgrades powers or abilities. Research is hampered by the requirement of items to be found for fundamental research; these items drop randomly with uneven frequency of drops, many players(including myself) could play through to the games true end(which requires at lest three playthroughs of the game) and have a number of avenues of research not performed due to several missing research items. The drop system for research items while interesting is terribly implemented; it might have better idea to simply allow the player to research whatever they wished from the start due to the amount of time that it takes to research and the scarcity of many of the items being rediculous. Higher level cybernetic argumentations are also exorbitantly expensive, a level four(out of ten, higher levels require research in various technologies) of a cheaper ability can cost as much as a powerful psychic ability or cybernetic add-on. The payouts for missions and slaying enemies are paltry for paying for the more expensive research and argumentation upgrades; playing higher difficulties is encouraged somewhat by having higher payouts, though difficulty rapidly becomes absurd when trying for a decent payout.
The variety of options available to the player is immense, allowing for much customization of a character. The game has “classes” which are actually titles given depending on how one invests their character's stats. Other than being an interesting thing to have, there is little use for this. The developer established interest in making special abilities for the different classes, but this seems to have been abandoned. While there are many options available, unless the player has the correct set of abilities or sufficient knowledge of what to do, the player may fail to progress in a mission. Level design is severely hampered by the color scheme; for example on the mars mission I found myself unable to navigate toward any of the objectives at first, and took several hours trying to bypass the interceptor airships while not getting lost in the first canyon. Most of that time was spent building my stats by doing side missions, not realizing that there was a higher ledge that I could climb and use to bypass the interceptors because I could not make it out. A first run character will likely end up following the “equilibrium fist”/”Equilibrium Lord”/”Gray Master” class path as they will try to adapt their character to whatever objectives they can actually locate. However once the player knows the layouts of the maps in the game, they will be able to more successfully build a character to one specialty or another as they can actually locate the paths for their chosen specialty. Not finding the objective is normally an acceptable thing to befall the player if they fail due to their own lack of ability, but if it is due to the game construction being inadvertently obtuse then this is inexcusable.
The game in very well thought out with good ideas behind it. The only real source of problems if that the game suffers from some balancing issues; though this is easily explained by the small team the developer Streum has; and the color scheme, while very atmospheric detracts from the player's ability to understand the environment. That may be intentional obstructionism by the developers, but the added difficulty in seeing the environment is excessive. I often cursed the game for being far too dark to actually see what was going on. Despite these flaws the developers executed a very ambitious and interesting game. Character progression is enjoyable, fundamental art direction(save monochrome dark palette) is excellent, and the game structure is fitted to the story in a way that is fascinating and makes playing the game over far more enjoyable. My final wishes are that we could have more of the game; more maps, more character options, more enemies, and perhaps even some bosses to fight. Once I found myself at a high level, I found myself pining for something new to try my character on; I would have liked to see a psychopomp boss at the true end area to fight, though there was no such thing, I would expect that the team had insufficient resources or the desire for that(if ever there was to put in some immense baroque multi-staged boss in a FPS in a completely justified manner, it was then and there). From the quality of the efforts put into this game, I hope Streum manages to make more quality inventive games like this in the future. I don't see any activity on their website indicating any current game projects and EYE was put out several years ago, but I remain hopeful that they are at work on something worthwile.
EYE wiki for reference. It's a little sparse on essential information on the game though.

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