Abiotic Factor - Half life 1 and SCP fuckery

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I've recommended this a few times and just got around to finishing it now that 1.0 is done. Still pretty great, although blueballing your jetpack usage like one zone after you get it seems kinda lame (and unnecessary; there's nowhere they couldn't have sequence-proofed with like a window and a sniper or three).

If anyone's picking this up to play solo, I strongly recommend turning XP gain up to like 2.5 or 3x if you want your main weapon skills to ever max out by the time there's still a level or two left to use em, because the game is tuned for players hyper-specialising in multiplayer. And I think they set the XP curve without knowing how much future content was coming and haven't gotten around to dialing it in yet.
Increasing item stack sizes is a good idea since nobody else is gonna be lugging that shit. 3x felt about right there too.

Also, make at least one of everything. Maybe apart from base defence shit (which feels like kind of a pointless aspect of the game up until very lategame enemies start showing up and you need to care about it). Sometimes random garbage unlocks good tech, and a lot of weapons and stuff that sound dumb are actually sick as fuck, like the quantum pickaxe.
(I went directly from throwing level 1 to 10 in what felt like no time after trying that thing out, which is saying something with the way XP crawls in this game.)

And prioritise a pair of telepads as soon as they unlock. Glue shards together and bake em in an oven if you need another magic rock. Lug one around even though it sounds like more of an expensive permanent infrastructure thing. You only need two as long as you have a personal teleporter as well to retrieve the endpoint. Trust me, you're gonna get pretty fucking fatigued on "flow adapters" by the end otherwise.

I took a laser collector with me to the final boss and used the deatomizer, which is broken.
I built a second laser collector right before that bit so I could always have one charging. Then I left both behind thinking I was just taking a peek at what definitely didn't feel like a place where you'd fight the end guy.

...ended up killing him by hand-cranking the laser pistol. He had many hitpoints.
 
I got to be honest, the last sector of the game was disappointing for me. Mostly because I felt the items and weapons, minus the really good stuff like the quantum pickaxe and Gatekeeper guns, you unlocked in it didn't feel as powerful and worth the effort in obtaining unlike the content in Dark Energy. The upgrade bench did help with making old gear viable as you progressed, but I wish they implemented it way before they got to 1.0 as I wanted a lot of other weapons to be useful later on in the game like the lodestone crossbow (Which I guess they're saving some upgrade ideas of the new and old lodestone related equipment for the Flesh Dimension update) and Electro-Thrower. I also think they could've done a better job with the ending's execution after killing the Exor's god instead of just making it come to an abrupt stop for upcoming story content they plan to add. Cold Fusion just seems like it managed to make the transition to mid/late game more enjoyable with your old gear now that you can upgrade it, but fumbled hard on maintaining the story's interesting premise they had going from the start.
 
Love this cutie
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Finally gave it a proper shot with a friend and the Flathill experience was pretty funny. My favorite part about survival games is braving something spooky and then domesticating the area with torches and what not, but the fact enemies keep spawning unless you put up a bench with two batteries.. idk, it sits wrong with me. Ignoring the times it bugs out and loads the enemies before the bench. Choosing safety over enemies with useful loot should be enough of a trade-off.

Do hope they add more customization, seems easily done given the hairstyles are like.. 6 polygons. And several NPCs already have unique styles. Hm.
 
Community update 3 has dropped today. Just to list a few of the things I liked from the patch notes:
  • An ammo bench that can craft ammo instead of having to trade or farm enemies for it.
  • Exercise equipment to improve skills like sprinting and strength. Can also be used to power a battery for your base.
  • You can finally reload shotguns and revolvers properly if they're partially loaded. Now I no longer need to wait on a full reload animation when I just need to reload one round. :)
  • Traders and the moving box can be moved out of the way by walking into or shoving those lacking in upper body stature.
 
We made it a bunch further in and it's still fun, but man there's this little voice in my head just going "This isn't a survival game, there's no base-building, it lacks all the features you actually enjoy in survivals and it's designed like a 'shit falls apart the second you stop sprinting' streamer bait' game". Farming barely works, fishing is tacked-on, food is reduced to cooking enemies. Very little sustainability. At no point do I ever feel comfortable just existing cause I know shits degrading by the second.

I'm honestly surprised the updates have been as relevant to the game's identity as they have. Not pulling a Palworld or VotV and just shoving in shit for the buzz.
 
Recently played through and beat this for the first time. I wasn't sure what to expect from survival craft in a Black Mesa-esque setting, but it was surprisingly fun to do the survival game stuff.
You can really tell when the devs started rushing to finish the game though. Once you get through Reactors, shit gets rough. Nothing particularly new happens, and you just fight spongier enemies until you get to the ending.

RIP Hasta Tria
 
I've also been delving into this game and having a blast. I love the melding of the Half-Life feeling with SCP foundation tier stuff.

Got a nice comfy base setup in the Security Office in the Office Sector. Having a door I can lock and block assaults has been a boon. Specially since you can hit people through it with the heat weapons you can build early game.
 
The new update is out and it looks to be a big one. I've not played Voices of the Void so the novelty of the crossover is lost on me.
 
The new update is out and it looks to be a big one. I've not played Voices of the Void so the novelty of the crossover is lost on me.
>voices of the void
:c

They seem to be doing a collab with Dredge for the dlc, if the hook on the road map is anything to go by. I'll be happy with that, Dredge is actually a good game.
 
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