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Deathgarden , Dead By Daylight's Sci-fi Attempt
Disclosure: This game is currently free for the first week and I decided to try it out. I did not purchase the game due to the reasons below.
This game is going to be compared to Dead by Daylight by many due to the main objective and the fact the developers are responsible for both. You can play as one of five runners attempting to capture nodes by either capturing them domination style or by using a set of three keys. The runner is armed with one of three classes, boiling down to healing, stunning, or disabling as long as you tag enough items on the map to accumulate the resource. One person takes on the role of the hunter, who goes around shooting runners to prevent the activation of two nodes needed to open the exist. Utilize guns, skills and the game's helpful reveal function to chase them down and execute three runners to win the match. At present, their is one map, two objective types (domination capture or key unlock method) and a set of skins acting as the incentive to keep playing. Unfortunately, the lack of maps and repetitive nature of the objectives makes it easy to lose interest after a couple of rounds. It is an extremely hard sell at $30 with frame rate issues (speed of characters and skill activation are taxing on the system and lead to resource hogging on the CPU) and unbalanced skills (hunters have a major advantage unless all 5 runners are on their game) making matters worse. I haven't had issues with netcode (my aim is just terrible in general, so hard to tell), but there is a problem with games not properly filling (as you can see with the second hunter match in this video).
Price is the main reason for my skip recommendation, but the core game play will need to be adjusted to account for the FPS elements. The reason something like Dead by Daylight works is the simple vulnerability and need to outsmart the opponent with environmental cues. Skills like mines and environmental props like bushes help make this possible, but turrets and revealing opponents on the map break down the balance further as long range weaponry and fixed fire torment runners. The short sensory deprivation immunity timers also make it easier for the runners to pin down hunters for extended periods of time, which isn't a problem if the team isn't coordinating, but a nightmare if they are. Ranged combat is the main problem in this scenario and it will be hard, but plausible, for Behaviour Digital to adjust things. I hope this can work, but for now, just avoid it.
Category | Gaming |
Sensitivity | Normal - Content that is suitable for ages 16 and over |
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