![]() ![]() It used to be that after the squad-command part of the tutorial, it challenged you to navigate through a large, open-world compound filled with enemies and containing a fair few interactive points, crates, doors and vehicles. It’s, simply much more approachable and forgiving. Also of note though, I didn’t immediately injure myself by trying to use a weapon while having no skill in it. On the subject of collecting items from the ground, I didn’t experience any ‘ghost’ items in the inventory anymore, although the top two rows of slots were open but unusable in the tutorial. This removes the need to root out glimmering items on the screen (which, to be fair I didn’t mind) and means that there are no more issues resulting from stacks of items, corpses, or rubbish. In addition to that, you no longer need to collect items from the floor, with nearby collectable items simply appearing on the bottom of the screen ready for you to click to collect. I started up a new game and it filed me into the tutorial where I found that my character actually landed melee hits almost every time. The changes since launch are immediately noticeable. Most, if not all, of the launch bugs and issues, are squashed and the patches leading up to this point have almost completely transformed the core game, easing up the start of the game campaign and making it a whole lot easier to get to the freeform part of the game world. The heavier development and fixing stages are now over. The Refracted Update adds new character portraits, vehicles, armour items, gang side quests, companion quests, and an event log, but it mainly serves as a major sign-off on the game from the developers. But, here’s the thing - that old version of Mechajammer is dead and gone now, and it’s not just down to The Refracted Update, no, there have been substantial packs in the time since it launched, but now is a great time to return and reflect, so that’s what I’ve done. But, I know that a lot of other people really struggled with it, and that’s fair… cRPGs are a dusty old genre that’s continued existence is heavily fueled by nostalgia rather than user experience. I was willing to knuckle down, push past bugs (and some brutal, early-game design choices) in order to feast on the gooey insides. I really enjoyed my time with Mechajammer before it went live, I dabbled around in 1.0 for a long time and intended to return to it at a later point to explore it a bit more. ![]() Here’s a big point before we start talking about Mechajammer‘s The Refracted, 1.1 update. Surgery that has taken a game that launched a little bit sickly and tweaked almost every organ, vein and system that runs through it. In fact, it’s a signal that the developers have tied up performing life-changing surgery on their game. ![]() Mechajammer‘s The Refracted Update has landed, and it’s not a minor update at all. ![]()
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