So how IS Deathloop? I've seen people shit on it, but so far I've only played Arx Fatalis, Dishonored and Prey from Arkane, and I really liked all of them. How does it compare?
Writing is what did it for me, gameplay is fine even if you become effectively invicible way earlier than other Arkane games.
locking singleplayer content behind a multiplayer grind is dumb too
Its really good but its a bit simplified compared to Dishonored in some aspects to make way for the new mechanics. Don’t let anyone on Ganker tell you its bad.
It is.
But what about Mooncrash? I played Prey on game pass, so I'd have to buy the whole game to play the DLC, which is currently 9 dollars on fanatical.
Is Mooncrash worth 9 dollars?
Depends if you like roguelite type games or not.
I dont, but I still loved exploring the new locations and the DLC also added interesting things like environmental changes and debuffs.
It was a too much of the same for me. I was already tired of the game so repeating the same gameplay loop over and over again was tedious.
If you really enjoyed skills and weapons in the game - sure go ahead.
Great world building
Shitty enemy design and variety
So many ways to play its far too easy
First game that did scavenge-survival correctly
A bit too linear and small scale
Gunplay and upgrade system a bit shit, especially locking upgrade tiers behind level ups
Neuromods far too common
Dufficulties too bland and static, just enemy damage and detection speed changes
Too many annoying females but Alex makes up for it
Medical, engineer and science operators everywhere makes an already easy game a cakewalk, even on nightmare
Shitty predictable ending
Overall though an okay game, would play again
Highly recommend the moon DLC
>Shitty enemy design and variety
this was probably my biggest issue with the game
the mimics were cool, especially at first, but most of the other enemies looked and behaved very similarily
plus I think letting enemies teleport around kind of ruins any tactical depth there could have been
>Shitty enemy design and variety
this was probably my biggest issue with the game
the mimics were cool, especially at first, but most of the other enemies looked and behaved very similarily
plus I think letting enemies teleport around kind of ruins any tactical depth there could have been
enemy design and variety
Holy shit filtered. And I'm saying it because I have literally never heard this complaing about Bioshock, where almost every enemy is just a variety of human. By that logic, Prey has even more enemy variety.
You don't get the Psychoscope until the fourth level. The Mimic detection chip only works while you have the Psychoscope on, which makes your vision crappier in every other way. And even then you really have to go out of your way to find the chip that detects Greater Mimics
1 year ago
Anonymous
You're talking as if he didn't play the game with a guide
They might be if they were actually dangerous and not a mere annoyance after the lobby
Even greater mimics were a nuisance not a threat
Also mimic detection chipset utterly ruins them
I wish they could at least one shot you like in Typhon Hunter
Nah, phantoms are visually memorable, so are mimics and technopaths.
Sure, them being made of black substance limits possibilities but they also have elemental variations too.
I dunno, the Telepath enemy that mind controlled an entire section of the ship into becoming human bombs was pretty memorable
I have a bigger problem with the guns. The GLOO cannon was a cool concept, but apart from that, none of them felt satisfying. Game really needed a rocket launcher or something
There is also a pretty cool encounter with a poltergeist. You enter a bathroom and all the sinks start turning on by themselves and I think the stall doors were opening and closing too. Cool stuff.
I've just finished and chose to never learn any Typhon power. For the most part I just used battle focus, got into enemy's face and unloaded my shotgun at them. Was very effective against pretty much everything.
Pretty damn good, finished it last week. Gonna grab Mooncrash on PC when it is on sale.
Just run away and slow time.
[...]
NTA, but frick off with your moronic remarks and don't barge in if you're going to be a moron about it.
Yeah I never did use the combat focus power because it seemed OP on its face
But even considering that, later enemy types are just super tanky and a pain to deal with using only guns, especially those damn Technopaths which stun you and shrug off damage from anything but a fully upgraded stun gun
I thought the story would just be a generic "station is compromised, fight your way out", but I actually ended up liking it. I enjoyed all the memory/personality changing lore.
Oh yeah, can you even save her? Seemed kind of weird that it seems like she just chooses to stay outside and die from the lack of oxygen, as if she couldn't get back in, use some of the frickload of oxygen tanks, or just do anything else.
I dont think she ever dies, though I didnt check a security monitor during the endgame where the giant Typhon takes over
But at any point before that, her tracker bracelet says shes still alive
>her tracker bracelet says shes still alive
yeah, and I actually followed the signal after she stops responding. It just leads to her room in the crew quarters, but she's not there
I dont think she ever dies, though I didnt check a security monitor during the endgame where the giant Typhon takes over
But at any point before that, her tracker bracelet says shes still alive
The fact that she's used as a template for one of the operators at the end makes me assume that in the real Morgan's experiences she lived, and by extension Elazar, Igwe, and Ilyushin do too
>Elazar
that reminds me, is there a way to get into her room without her dying?
I'm wondering if that's where all the safe codes that apparently exist but which I was unable to find are
Ridiculous anachronism to have safes like that on a space station to begin with
>that reminds me, is there a way to get into her room without her dying?
Yeah, it's actually easy as hell, but I've missed it myself despite looking for an entrance exactly like that for a while. I only found it when I revisited the quarters later. There's a small entrance very close to the door, just blocked by some trash you need to move first. If I remember correctly there's not all that much inside the room, though.
I think the implication is that all of those people died and Alex made operators out of them like how Morgan made January.
I guess if you want to be optimistic you could say they are using the operators to remotely work from a safe place.
[...]
The fact that she's used as a template for one of the operators at the end makes me assume that in the real Morgan's experiences she lived, and by extension Elazar, Igwe, and Ilyushin do too
by the way, what are we supposed to assume happened to the real Morgan? Considering his memories were used for that simulation, I assume he survived Talos, and yet the aliens have come to Earth. Does that mean he has neither destroyed the station nor fried them through the coral? Did he just escape without doing either? And where is he now?
It's kept ambiguous since his personality drift makes him unpredictable. He's either working for Alex or against him, or he's dead. It depends on what you did during the game and what you think he would do.
I expected some sort of a "it was all a simulation" end due to what happens if you try to leave with Alex's capsule before finishing your job on the station. You can hear him say something like "this isn't the one, try again" or so. So I was glad that there was an additional twist on that in the end, but still, like the other anon said, it basically means all your choices and thoughts about what was going on were irrelevant. And the fact that the only ending before the post-credits twist is like a 10 second long cutscene didn't help.
the world inside the simulation however altered is still real enough to matter in the end
so are the choices and thoughts of Typhon-Morgan since the whole point of the simulation was to teach him empathy
I expected some sort of a "it was all a simulation" end due to what happens if you try to leave with Alex's capsule before finishing your job on the station. You can hear him say something like "this isn't the one, try again" or so. So I was glad that there was an additional twist on that in the end, but still, like the other anon said, it basically means all your choices and thoughts about what was going on were irrelevant. And the fact that the only ending before the post-credits twist is like a 10 second long cutscene didn't help.
Love Prey but the closer you look at it you see how much it was compromised by casualization and them running out of money/time. In short, "lack of hard choices", too afraid to lock the player out of anything, too afraid to not have objective markers off by default. They could have done some really cool stuff with "Which version of yourself do you trust?", like maybe a less empathetic version of Morgan sends you into more dangerous areas with little regard for your suffering, or you hear a broader range of viewpoints on which actions are correct and why. Also I've played with markers and indicators turned off for so long I forgot the game has those little damage numbers flying off the enemies by default, wtf is that shit doing in an "immersive" game. Still better than any other modern attempt so I forgive it a lot. The station exterior was not something I expected to see in a modern game like this. And the GLOO gun rules, best climbing tool since rope arrows.
I think the controls are fine. I'm assuming you do know you can boost? (Some people don't realize it which sounds like suffering.) My guess is that your main complaint is that movement is too slow anyway. I actually think it should be harder to control in the microgravity sections, it's too easy to stop your momentum.
My main complaints is how easy it is to disorient yourself. You have to constantly stop and readjust when you're not traveling in a straight line because which way you're looking affects your position on all three axes. You end up upside down without even trying
But yes, I also do think your top speed is too slow given the relative size of the exterior
I believe your complaint about disorientation is common which is why I think they made most of the zero-g excursions short, optional, or fairly linear (the GUTS) and why they're not common in games in general. But I consider that part of the fun of such mechanics.
I don't know why people hate on Prey's weapons so much, I think are great. Shotgun sounds great and is powerful, stun gun is cool, pistol is wimpy but it's supposed to be and is useful for plinking objects off shelves (it's a poking tool primarily), grenades are cool, nothing is useless. And I like the industrial-tool aesthetics a lot of them have. It's the Typhon powers that I think feel dull and not special or creative enough.
>wrench
You can't build for it as much as you can in Bioshock >GLOO cannon
when used in actual combat, it's not super useful. Mostly just enables the wrench, which certain powers are better at doing anyway >pistol
upgrade trap since the Golden Gun is available later. Also kinda sad as the game's closest thing to an automatic weapon >shotgun
we're not exactly playing DOOM here. Probably the most fun weapon though, yes >stun gun
it feels really lame to use unless you've upgraded it. Low damage, low range, takes a long time to charge, have to reload quickly, and that also takes awhile. With upgrades, it's still kinda pointless on anything except Technopaths and robots >Q-Beam
Even with max upgrades it still feels like it takes way too long to kill things with it, takes forever to reload, and the visual feedback on kill is super underwhelming. Only reason I use it is because it has the longest range of any weapon in the game >Boltcaster
why does this thing even exist the few times you can use it to get through security stations all have alternate methods and the game's stealth mechanics suck as far as combat use goes
The nerf gun is good for distracting cystoids in zero-G. There are usually plenty of objects to throw but it is useful and more convenient. Agreed that they didn't do enough with its other properties
>wrench, you can't build for it as much as you can in Bioshock
"And that's a good thing!" It's OP in Prey already, in Bioshock it was like an easy win button with the right upgrades. But regardless I think they did a good job making the thwacks feel solid, especially against the operators. SPANG SPANG SPANG
totally disagree about the upgraded stun gun, love that thing, looks cool, sounds cool, it's just fun to use like a wizard blasting lighting from halfway the room and cells are cheap
>wrench
You can't build for it as much as you can in Bioshock >GLOO cannon
when used in actual combat, it's not super useful. Mostly just enables the wrench, which certain powers are better at doing anyway >pistol
upgrade trap since the Golden Gun is available later. Also kinda sad as the game's closest thing to an automatic weapon >shotgun
we're not exactly playing DOOM here. Probably the most fun weapon though, yes >stun gun
it feels really lame to use unless you've upgraded it. Low damage, low range, takes a long time to charge, have to reload quickly, and that also takes awhile. With upgrades, it's still kinda pointless on anything except Technopaths and robots >Q-Beam
Even with max upgrades it still feels like it takes way too long to kill things with it, takes forever to reload, and the visual feedback on kill is super underwhelming. Only reason I use it is because it has the longest range of any weapon in the game >Boltcaster
why does this thing even exist the few times you can use it to get through security stations all have alternate methods and the game's stealth mechanics suck as far as combat use goes
>want to start a new prey playthrough >"I think this time I'll xxx" >get the early stungun atop the cabinet in first area >climb to the balcony of the first neuromod area >climb through the roof and get to the technopath >stungun / disruptor nade him and his turrets to death >get neuromod unlock >print neuromods endlessly >get massively overpowered >end up playing the same way as I always do
I never regret it either
Next playthrough I'll try "no directly harming enemies with guns", I plan on using as much enviromental damage as possible and psi powers.
Game's amazing but it's got no balls, nightmare is a cakewalk if you have 2 braincells and use operators, you can have access to all powers, most solutions are next to each other, deaths have no penalty, etc.
But I forgive it because it had to be very casualized for a large audience, it will be the last AAA ImSim possibly ever. This is a game where a self-imposed challenge is the answer if you want a true experience.
Also the DLC is fricking amazing. I never got softlocked, there's always a way forward. I only wish I could delete the story and let me crank up the enviromental hazards to 11. Oh, and locking your savefile after scaping with the 5 characters was moronic.
All and all, I've probably spent 100 hours playing both the base game and the DLC and it just keeps on giving.
This game is for modern queers, if you like it, you are in denial about being a huge homosexual as well as dumb as a bag of rocks. Its really boring once it clicks that the enemies are all the same and very uninspired with their design. The only decent weapon is a shotgun. But the whole narrative is how men are stupid and women rule. Every man in this game is a fricking idiot and the game developers make sure that you're getting fed that with every fricking audio log, text log and video call.
I like eels
Try the DLC anon, it's like Deathloop but good
Haven't played either, just finished the base game. I'll probably wait for a sale and get Mooncrash.
Fricking moron. Deathloop was never meant to be like Mooncrash. Also Roguelikes are shit. Prey basegame > mooncrash
I am that anon and you can go have a nice day IMMEDIATELY for being a giant homosexual
Nah, its time for you to cope. NOW.
>Prey basegame > mooncrash
Duh? But it's the only way to experience more Prey. And it's it's still better than 90% of games.
Were you using a controller or something?
So how IS Deathloop? I've seen people shit on it, but so far I've only played Arx Fatalis, Dishonored and Prey from Arkane, and I really liked all of them. How does it compare?
Some love it, some say Mooncrash remains better, go and try it out for yourself. You can always refund.
I liked it but most of the criticisms you hear are fairly accurate.
Isn't it on gamepass?
It’s very underwhelming and doesn’t really get better with every loop as it could have been.
Weapons don’t evolve much and neither your powers.
It’s just a rogue like dishonored with cringe dialogue and constant handholding.
It had some good ideas and a lot of potential but execution is terrible IMO.
Writing is what did it for me, gameplay is fine even if you become effectively invicible way earlier than other Arkane games.
locking singleplayer content behind a multiplayer grind is dumb too
It doesn't matter if it's good, I won't play as a Black person
Its really good but its a bit simplified compared to Dishonored in some aspects to make way for the new mechanics. Don’t let anyone on Ganker tell you its bad.
It is.
But what about Mooncrash? I played Prey on game pass, so I'd have to buy the whole game to play the DLC, which is currently 9 dollars on fanatical.
Is Mooncrash worth 9 dollars?
Depends if you like roguelite type games or not.
I dont, but I still loved exploring the new locations and the DLC also added interesting things like environmental changes and debuffs.
It was a too much of the same for me. I was already tired of the game so repeating the same gameplay loop over and over again was tedious.
If you really enjoyed skills and weapons in the game - sure go ahead.
It’s ok. But could have been so much more
Great world building
Shitty enemy design and variety
So many ways to play its far too easy
First game that did scavenge-survival correctly
A bit too linear and small scale
Gunplay and upgrade system a bit shit, especially locking upgrade tiers behind level ups
Neuromods far too common
Dufficulties too bland and static, just enemy damage and detection speed changes
Too many annoying females but Alex makes up for it
Medical, engineer and science operators everywhere makes an already easy game a cakewalk, even on nightmare
Shitty predictable ending
Overall though an okay game, would play again
Highly recommend the moon DLC
Scavenge-survival crafting system*
>Shitty enemy design and variety
this was probably my biggest issue with the game
the mimics were cool, especially at first, but most of the other enemies looked and behaved very similarily
plus I think letting enemies teleport around kind of ruins any tactical depth there could have been
enemy design and variety
Holy shit filtered. And I'm saying it because I have literally never heard this complaing about Bioshock, where almost every enemy is just a variety of human. By that logic, Prey has even more enemy variety.
And yet they never felt as repetitive as in Prey. Also Big Daddies carried. Not a single enemy in Pray is that memorable.
>Mimics
>not memorable
>introduces cool enemy to make every room tense
>gives you an item 10 minutes after to completely destroy the tension by making them visible
You don't get the Psychoscope until the fourth level. The Mimic detection chip only works while you have the Psychoscope on, which makes your vision crappier in every other way. And even then you really have to go out of your way to find the chip that detects Greater Mimics
You're talking as if he didn't play the game with a guide
They might be if they were actually dangerous and not a mere annoyance after the lobby
Even greater mimics were a nuisance not a threat
Also mimic detection chipset utterly ruins them
I wish they could at least one shot you like in Typhon Hunter
Nah, phantoms are visually memorable, so are mimics and technopaths.
Sure, them being made of black substance limits possibilities but they also have elemental variations too.
I dunno, the Telepath enemy that mind controlled an entire section of the ship into becoming human bombs was pretty memorable
I have a bigger problem with the guns. The GLOO cannon was a cool concept, but apart from that, none of them felt satisfying. Game really needed a rocket launcher or something
There is also a pretty cool encounter with a poltergeist. You enter a bathroom and all the sinks start turning on by themselves and I think the stall doors were opening and closing too. Cool stuff.
Who gives a shit about Bioshock? Its not even a "shock" game, you get forced down specific routes and abilities with no choice in the matter at all
just replayed recently
I have no idea how I ever played without using the Psyshock power; multiple enemy types are complete cancer without it
I've just finished and chose to never learn any Typhon power. For the most part I just used battle focus, got into enemy's face and unloaded my shotgun at them. Was very effective against pretty much everything.
Yeah I never did use the combat focus power because it seemed OP on its face
But even considering that, later enemy types are just super tanky and a pain to deal with using only guns, especially those damn Technopaths which stun you and shrug off damage from anything but a fully upgraded stun gun
Pretty damn good, finished it last week. Gonna grab Mooncrash on PC when it is on sale.
Just run away and slow time.
NTA, but frick off with your moronic remarks and don't barge in if you're going to be a moron about it.
Cope redditor. Deathloop is and always was a successor to DOTO. Actually play the games you talk about next time homosexual.
"wah wah" the post.
>entire story is about space gays having orgies
>one enemy type
>jizz gun is main weapon
at least they give an option to take the shuttle and end that snoozefest early.
I thought the story would just be a generic "station is compromised, fight your way out", but I actually ended up liking it. I enjoyed all the memory/personality changing lore.
it basically is though
it's not trying to hide how much of a SS2 clone it is
>fun
how dare you
Danielle Sho rape correction
Oh yeah, can you even save her? Seemed kind of weird that it seems like she just chooses to stay outside and die from the lack of oxygen, as if she couldn't get back in, use some of the frickload of oxygen tanks, or just do anything else.
I dont think she ever dies, though I didnt check a security monitor during the endgame where the giant Typhon takes over
But at any point before that, her tracker bracelet says shes still alive
>her tracker bracelet says shes still alive
yeah, and I actually followed the signal after she stops responding. It just leads to her room in the crew quarters, but she's not there
The fact that she's used as a template for one of the operators at the end makes me assume that in the real Morgan's experiences she lived, and by extension Elazar, Igwe, and Ilyushin do too
>Elazar
that reminds me, is there a way to get into her room without her dying?
I'm wondering if that's where all the safe codes that apparently exist but which I was unable to find are
Ridiculous anachronism to have safes like that on a space station to begin with
>that reminds me, is there a way to get into her room without her dying?
Yeah, it's actually easy as hell, but I've missed it myself despite looking for an entrance exactly like that for a while. I only found it when I revisited the quarters later. There's a small entrance very close to the door, just blocked by some trash you need to move first. If I remember correctly there's not all that much inside the room, though.
I think the implication is that all of those people died and Alex made operators out of them like how Morgan made January.
I guess if you want to be optimistic you could say they are using the operators to remotely work from a safe place.
by the way, what are we supposed to assume happened to the real Morgan? Considering his memories were used for that simulation, I assume he survived Talos, and yet the aliens have come to Earth. Does that mean he has neither destroyed the station nor fried them through the coral? Did he just escape without doing either? And where is he now?
Probably dead. But the whole thing is a bit confusing.
It's kept ambiguous since his personality drift makes him unpredictable. He's either working for Alex or against him, or he's dead. It depends on what you did during the game and what you think he would do.
Died yes, but AFTER Talos 1
At least that's my assumption
Not worth saving
I don't get what makes the ending so hated
feels like one of the few times this kind of twist was actually done well
yet another ending that renders your choices functionally irrelevant
the world inside the simulation however altered is still real enough to matter in the end
so are the choices and thoughts of Typhon-Morgan since the whole point of the simulation was to teach him empathy
I expected some sort of a "it was all a simulation" end due to what happens if you try to leave with Alex's capsule before finishing your job on the station. You can hear him say something like "this isn't the one, try again" or so. So I was glad that there was an additional twist on that in the end, but still, like the other anon said, it basically means all your choices and thoughts about what was going on were irrelevant. And the fact that the only ending before the post-credits twist is like a 10 second long cutscene didn't help.
Love Prey but the closer you look at it you see how much it was compromised by casualization and them running out of money/time. In short, "lack of hard choices", too afraid to lock the player out of anything, too afraid to not have objective markers off by default. They could have done some really cool stuff with "Which version of yourself do you trust?", like maybe a less empathetic version of Morgan sends you into more dangerous areas with little regard for your suffering, or you hear a broader range of viewpoints on which actions are correct and why. Also I've played with markers and indicators turned off for so long I forgot the game has those little damage numbers flying off the enemies by default, wtf is that shit doing in an "immersive" game. Still better than any other modern attempt so I forgive it a lot. The station exterior was not something I expected to see in a modern game like this. And the GLOO gun rules, best climbing tool since rope arrows.
too bad the station exterior controls like absolute ass and is overly large and tedious to travel through even when you are oriented correctly
I think the controls are fine. I'm assuming you do know you can boost? (Some people don't realize it which sounds like suffering.) My guess is that your main complaint is that movement is too slow anyway. I actually think it should be harder to control in the microgravity sections, it's too easy to stop your momentum.
My main complaints is how easy it is to disorient yourself. You have to constantly stop and readjust when you're not traveling in a straight line because which way you're looking affects your position on all three axes. You end up upside down without even trying
But yes, I also do think your top speed is too slow given the relative size of the exterior
I believe your complaint about disorientation is common which is why I think they made most of the zero-g excursions short, optional, or fairly linear (the GUTS) and why they're not common in games in general. But I consider that part of the fun of such mechanics.
first playthrough was amazing
but now i keep loosing interest an hour or two in
weapons and enemies suck, the space station setting is great
loosing interest huh?
>arkane made some amazing games
>they got woke
>now only produces shit
man such cases
I don't know why people hate on Prey's weapons so much, I think are great. Shotgun sounds great and is powerful, stun gun is cool, pistol is wimpy but it's supposed to be and is useful for plinking objects off shelves (it's a poking tool primarily), grenades are cool, nothing is useless. And I like the industrial-tool aesthetics a lot of them have. It's the Typhon powers that I think feel dull and not special or creative enough.
>wrench
You can't build for it as much as you can in Bioshock
>GLOO cannon
when used in actual combat, it's not super useful. Mostly just enables the wrench, which certain powers are better at doing anyway
>pistol
upgrade trap since the Golden Gun is available later. Also kinda sad as the game's closest thing to an automatic weapon
>shotgun
we're not exactly playing DOOM here. Probably the most fun weapon though, yes
>stun gun
it feels really lame to use unless you've upgraded it. Low damage, low range, takes a long time to charge, have to reload quickly, and that also takes awhile. With upgrades, it's still kinda pointless on anything except Technopaths and robots
>Q-Beam
Even with max upgrades it still feels like it takes way too long to kill things with it, takes forever to reload, and the visual feedback on kill is super underwhelming. Only reason I use it is because it has the longest range of any weapon in the game
>Boltcaster
why does this thing even exist the few times you can use it to get through security stations all have alternate methods and the game's stealth mechanics suck as far as combat use goes
The nerf gun is good for distracting cystoids in zero-G. There are usually plenty of objects to throw but it is useful and more convenient. Agreed that they didn't do enough with its other properties
>wrench, you can't build for it as much as you can in Bioshock
"And that's a good thing!" It's OP in Prey already, in Bioshock it was like an easy win button with the right upgrades. But regardless I think they did a good job making the thwacks feel solid, especially against the operators. SPANG SPANG SPANG
totally disagree about the upgraded stun gun, love that thing, looks cool, sounds cool, it's just fun to use like a wizard blasting lighting from halfway the room and cells are cheap
does the DLC add new weapons or powers?
>want to start a new prey playthrough
>"I think this time I'll xxx"
>get the early stungun atop the cabinet in first area
>climb to the balcony of the first neuromod area
>climb through the roof and get to the technopath
>stungun / disruptor nade him and his turrets to death
>get neuromod unlock
>print neuromods endlessly
>get massively overpowered
>end up playing the same way as I always do
I never regret it either
Next playthrough I'll try "no directly harming enemies with guns", I plan on using as much enviromental damage as possible and psi powers.
Game's amazing but it's got no balls, nightmare is a cakewalk if you have 2 braincells and use operators, you can have access to all powers, most solutions are next to each other, deaths have no penalty, etc.
But I forgive it because it had to be very casualized for a large audience, it will be the last AAA ImSim possibly ever. This is a game where a self-imposed challenge is the answer if you want a true experience.
Also the DLC is fricking amazing. I never got softlocked, there's always a way forward. I only wish I could delete the story and let me crank up the enviromental hazards to 11. Oh, and locking your savefile after scaping with the 5 characters was moronic.
All and all, I've probably spent 100 hours playing both the base game and the DLC and it just keeps on giving.
Try a "no needles" playthrough.
This game is for modern queers, if you like it, you are in denial about being a huge homosexual as well as dumb as a bag of rocks. Its really boring once it clicks that the enemies are all the same and very uninspired with their design. The only decent weapon is a shotgun. But the whole narrative is how men are stupid and women rule. Every man in this game is a fricking idiot and the game developers make sure that you're getting fed that with every fricking audio log, text log and video call.
meds now
sure zoomer, but you're still a homosexual. my post makes you seethe because its true.