Finished it (though I haven´t found all the secrets, just 62/71).
I´ve felt the game ran a bit out of steam in the last 3-4 levels, but it was a very fun experience overall.
I´ll be definitely on the lookout for the next Almost Human title.
All those buttons and puzzle sequences without solutions provided on a silver platter were a massive breath of fresh air. Good variety and reasonable challenge.
I disagree that "the fighting sucks" though, because within the context of the (sub)genre it doesn´t in my opinion. More encounters designed to specifically test party´s skills (aka where just circle strafing or back pedaling wouldn´t cut it) and more enemy immunities and special abilities wouldn´t hurt, but when it comes to general basics, I´d say the game got it right.
The point of this type of real time combat is to blend seamlessly with the other activities like exploration, puzzle solving or inventory management and this maintains a specific kind of immersion, pacing and mix of challenges which define this particular genre.
But I´d agree that when judging the game´s gameplay elements in separation, combat certainly isn´t its strongest suit, puzzles are where it´s at.
I´ve felt the game ran a bit out of steam in the last 3-4 levels, but it was a very fun experience overall.
I´ll be definitely on the lookout for the next Almost Human title.
Yeah, exploration and puzzles are where the game really shines.The fighting sucks, this little gem is all about e proration and puzzles.
All those buttons and puzzle sequences without solutions provided on a silver platter were a massive breath of fresh air. Good variety and reasonable challenge.
I disagree that "the fighting sucks" though, because within the context of the (sub)genre it doesn´t in my opinion. More encounters designed to specifically test party´s skills (aka where just circle strafing or back pedaling wouldn´t cut it) and more enemy immunities and special abilities wouldn´t hurt, but when it comes to general basics, I´d say the game got it right.
The point of this type of real time combat is to blend seamlessly with the other activities like exploration, puzzle solving or inventory management and this maintains a specific kind of immersion, pacing and mix of challenges which define this particular genre.
But I´d agree that when judging the game´s gameplay elements in separation, combat certainly isn´t its strongest suit, puzzles are where it´s at.
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