![]() Different areas do have different environmental hazards (heat, acid, etc.)which makes it really feel like a hostile alien planet. Instead, you travel zone to zone, get resources, and ferry them back to base. I wonder if it would’ve been possible or would I have enjoyed having one contiguous world. ![]() ![]() This made the game feel staggered or disjointed to me. The campaign offers objectives that have you jumping to different instanced worlds, you don’t stay on one outpost, which came as a surprise to me. There is also a great variety in weapons and research and a huge tech tree with lots to upgrade and a bevy of different playstyles to choose from or things to specialize in. I played the demo and thought it was too easy, but the challenge ramps up considerably as the enemy counts go through the roof. These design decisions are likely intentional as the enemies’ strength lies in their numbers and if they were more competent the game would be tremendously difficult. The AI and its pathing are also quite rudimentary and as a result they are easily exploitable such as when they will attack walls even when there are holes, or mindlessly chase you as you widdle them down into chokepoints or traps. The most intricate enemies are the ones that teleport away if you get too close or ones that dash towards you in a straight line, not exactly peak enemy design. There is a decent enemy variety, but they are simple alone. Lastly are the enemies themselves, a collection of different alien types who attack in waves of increasing difficulty and quantity, such a large quantity in fact that the base-defense and tower management becomes something more similar to a PVE tower-defense or even RTS game like They Are Billions. The ebb and flow of earning research and eventually automating your resource production follow similarly to a slightly less complicated version of Factorio or other base-building games. The overarching campaign objectives have you building, upgrading, and maintaining a base with an array of different structures, towers, and research technologies, all the while defending against the hostile alien inhabitants of the world. Ashley and Riggs’ mission is to explore the alien world of Galatea 37 and make it habitable for human colonization. The moment-to-moment action has you, as Ashley, piloting Riggs, a mech with an AI, using a varied arsenal of weapon types with stat effects and abilities a la an ARPG in the vein of a Diablo. The Riftbreaker is difficult to describe without comparisons to other genres as it really is a grab bag in terms of gameplay.
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