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About Paganator

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  1. You gotta love hardcore fans on forums. "The game isn't too hard, you just need to play for 15 to 20 hours to learn the basics. At that point, you should be able to play at least half of the campaign before being forced to restart. After playing several hundred hours, you might even be able to complete the whole campaign once in a while. If anything, the game is too easy." /s
  2. You keep using this word. I do not think it means what you think it means.
  3. But why must it be a perma-death rogue game? I loved the initial pitch that I read, of a procedural turn-based stealth game. A simple, quality high concept. I've played for a number of hours and imho the rogue-like aspect adds nothing to the game but rather detracts from it. I don't care one bit about my score. The high difficulty and massive penalty of making even a tiny mistake has very detrimental effect on the gameplay. I thought it would be a game where I control a team of smart, in-control stealthy agents infiltrating corporations to steal information and loot. The more I play, the more it turns into a bunch of panicked dudes stuck in a building, desperately trying to find a bloody elevator (and screw the mission objectives). Who is Klei making the game for exactly? I'm a fan of turn-based tactics game and a fan of stealth games, yet it appears this game isn't for me. Isn't that niche narrow enough already? They felt they'd better aim the game at the super-hardcore gamers who are simultaneously fans of turn-based tactics and stealth and rogue-likes? I don't get it.