Elex
Elex is one of those games that I noticed when it was released (probably because of Steam promotion or something), but it didn't generate enough interest for a buy. I glanced at some early reviews, and reports of technical issues turned me off. But it's had a good amount of time to be patched, and I was sort of in the mood for something along those lines, so I gave it a shot.
The game is a not-top-tier RPG. It has some interesting ideas and worldbuilding, but it's sub-par in a lot of ways that pull it down. I didn't run into much in the way of bugs, per se. But the graphics and reused assets do nothing to impress. An effort has been made to add some depth to combat, but it went from ridiculously difficult in melee to arguably-too-easy using a ranged weapon with AOE/knockback (go go trusty plasma rifle).
The setup involves humans on another world of not-too-distant-future technology when the world is hit by a comet. It's not quite an extinction-level event, but it's pretty serious and crumbles society as well as introducing things such as the material "elex" to the world. Elex can cause mutations, stifle plant life, be used as a power source, and give people special powers - yeah, it sort of can do anything, sure.
Out of the ashes, a handful of major factions arise. As in most games, they tend toward zealotry in their beliefs, though there are always some dissenters, too. The clerics use elex-powered high technology and psi powers, following a belief in a god, Calaan. The Berserkers outlaw elex-tech and convert/purify elex into "mana" that they use in magic and in regrowing plant life in their feudal society. The Outlaws have sort of a Mad Max asthetic, using scavenged tech and drugs - they're perhaps the only group without a strict belief system, but they're a bit anarchic. And there are the Albs who use elex tech as well as taking some sort of elex directly to give them strength, stunting their emotions in favor of logic in their service to the (initially) mysterious "Hybrid."
The player is an Alb who is betrayed, shot down, survives elex withdrawl, and sets out to find out what happened. It's interesting how this makes the relatively emotionless delivery of voice lines throughout the game have an in-character reason for the PC, while NPCs have more realistic delivery in general. Along the way, you're sort of forced to side with one of the other factions, even if it's just completing some quests and paying lip service.
There are NPC companions to be had along the way, with one able to accompany at any given time. There's a very limited upgrade system for what becomes the character's home base. Weapons can be upgraded and found, but most armor upgrades have to come through a faction. The experience of actually playing the game is... pretty standard fare for a fairly-open-world RPG, though just about every location is seeded with enemies of various difficulties - if you're not careful, it's easy to be creamed, especially in the early hours, but even later. Quick-save often!
There are, however, some striking moments within the quests that made me say "whoa, this is cooler/deeper than I expected." Some of this comes about following the main plot, but some of these experiences are in side quests, or can be discovered earlier that way. I'd say the big moments involve discoveries about Calaan, the Hybrid, and elex itself. The ending (whichever you get) also leaves lingering threads open for a possible sequel.
Does that make it worth playing? I'm not sure. It was worth a discounted price and the time involved to me, but there are probably funner games to be had if one hasn't already played through them.
The game is a not-top-tier RPG. It has some interesting ideas and worldbuilding, but it's sub-par in a lot of ways that pull it down. I didn't run into much in the way of bugs, per se. But the graphics and reused assets do nothing to impress. An effort has been made to add some depth to combat, but it went from ridiculously difficult in melee to arguably-too-easy using a ranged weapon with AOE/knockback (go go trusty plasma rifle).
The setup involves humans on another world of not-too-distant-future technology when the world is hit by a comet. It's not quite an extinction-level event, but it's pretty serious and crumbles society as well as introducing things such as the material "elex" to the world. Elex can cause mutations, stifle plant life, be used as a power source, and give people special powers - yeah, it sort of can do anything, sure.
Out of the ashes, a handful of major factions arise. As in most games, they tend toward zealotry in their beliefs, though there are always some dissenters, too. The clerics use elex-powered high technology and psi powers, following a belief in a god, Calaan. The Berserkers outlaw elex-tech and convert/purify elex into "mana" that they use in magic and in regrowing plant life in their feudal society. The Outlaws have sort of a Mad Max asthetic, using scavenged tech and drugs - they're perhaps the only group without a strict belief system, but they're a bit anarchic. And there are the Albs who use elex tech as well as taking some sort of elex directly to give them strength, stunting their emotions in favor of logic in their service to the (initially) mysterious "Hybrid."
The player is an Alb who is betrayed, shot down, survives elex withdrawl, and sets out to find out what happened. It's interesting how this makes the relatively emotionless delivery of voice lines throughout the game have an in-character reason for the PC, while NPCs have more realistic delivery in general. Along the way, you're sort of forced to side with one of the other factions, even if it's just completing some quests and paying lip service.
There are NPC companions to be had along the way, with one able to accompany at any given time. There's a very limited upgrade system for what becomes the character's home base. Weapons can be upgraded and found, but most armor upgrades have to come through a faction. The experience of actually playing the game is... pretty standard fare for a fairly-open-world RPG, though just about every location is seeded with enemies of various difficulties - if you're not careful, it's easy to be creamed, especially in the early hours, but even later. Quick-save often!
There are, however, some striking moments within the quests that made me say "whoa, this is cooler/deeper than I expected." Some of this comes about following the main plot, but some of these experiences are in side quests, or can be discovered earlier that way. I'd say the big moments involve discoveries about Calaan, the Hybrid, and elex itself. The ending (whichever you get) also leaves lingering threads open for a possible sequel.
Does that make it worth playing? I'm not sure. It was worth a discounted price and the time involved to me, but there are probably funner games to be had if one hasn't already played through them.
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