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I think there's a question whether the enemy backup could have consistent of same type of enemies as elsewhere in the level or whether it's even necessary to have enemy backup in the first place? The missions objectives are kill bartender and burn drugs which seem to really match the story. How do killing the random-ish enemy backup play into that? There isn't an objective to clear out the other enemies so I'm unsure what supposedly makes these dudes something that *need* to be killed.
Enemy detection range seemed somewhat bugged on the lower, purple-lit room of that bar. Couple of Succubi there seemed to have the sight of those in complete darkness even when I hadn't took out that strobe light. I'm not sure what was going there.
With the amount of ash being burn, that at least for my PC ended up slowing down the framerate to roughly 50/60 which is acceptable though still notable. Maybe here you could have one larger ash object that needs to be interacted with and have others are pure decoration to avoid the resource-intensiveness of so many burning flames(?)
For me, all of the traps were a miss even when I wasn't really paying attention to them. I avoided most of them by just entering a vent - what is I would've done anyway.
You can play the AI in an awkward manner here by shooting through the window (and with wall-piercing weapons in general) to the second floor of the bar where the Bartender is. The enemies will react by piling next to that window which renders them pretty useless as threats. On this part, I would consider having some way for the enemies to move from there to lower floors in ways that they can understand. Perhaps one-way staircases or changing that window-wall to span most of that wall so the enemies can jump out of that floor. Idk, but the current way they behave there feels buggy.
That the Punk at the start spawns a 9mm pistol is something I find a bit questionable. I for example, tried out the piping paths first and found them to be, well, not really viable so I switched to frontal assault even if it looked like it might not provide me enough ammo to deal with incoming trouble. If I had known that I were to be provided a 9mm out of thin air, I certainly would have picked it right from the beginning. Given I had no way of knowing that this particular Punk drops this weapon, it feels arbitrary and somewhat like I was being conned in a way.
Second, I am aware of the bug with the stairs and I'm afraid that's just something that happens with stairs sometimes (no idea). I could fix this by moving up the latter building so there isn't a need for stairs, but I don't know if I want to mess with the design of the map.
As for the liquified ash, it only has an effect on the two zombies that have cutscenes in the beginning of the level, since they're the ones drinking it right now. Perhaps it doesn't make sense that only two people are drinking the popular new drink at a bar, but I didn't want to fill up the entire building with resurrected enemies.
Again, thank you for your comment
I have encountered a bug though. Most of the enemies get stuck on both stairways leading down to the bar (there was an exception when a Bouncer managed to walk up the longer stairway), especially the shorter one.
Another thing I'd like to point out is that I didn't actually see anyone come back from the dead because of the liquefied ash mentioned in the description. I was wondering if that was just me or if it's actually a bug.
I Already Lerned the first building but i die on the 2nd