There's the bones of something potentially great here. It's right up that alley I love of games like Captivity and Hell After School 2, but somewhere along the way, the polish and untangling of spaghetti code seems to have taken a backseat to the rest of the game.
Constant phasing in and out of terrain that leads to instant death falls are probably the worst part of the experience. There's one section in particular after turning the generator on where the upper console of an elevator is phased into the floor completely. The wouldn't be an issue, if that didn't also mean that the elevator stops at the console... just far down enough that you have no hopes of jumping up to the floor above. And the console ON the elevator won't send it back the other way. So that's progress lost for the sin of getting on an elevator and getting softlocked.
Also of note, some enemies track your position, even when they're in completely different rooms, since they're still technically on the same screen. So, if there's an enemy meant to be positioned part-ways into a room you're about to enter, they may have already sat themselves in front of the door. Cue rapid button mashing and hoping that the collision of your and their models don't send you either through the floor, or into an unwinnable loop of knockdowns. When faced with this, I found the best solution was to mash out of the grab, then immediately hit up to go back through the door. This usually makes enough breathing room to either give the room another swing or move on.
The English translation is fine, except for the loading menu tips, which range from 2000s texting lingo to straight up Yoda-speech or worse.
To reiterate: great potential. Fucking rough though.
Constant phasing in and out of terrain that leads to instant death falls are probably the worst part of the experience. There's one section in particular after turning the generator on where the upper console of an elevator is phased into the floor completely. The wouldn't be an issue, if that didn't also mean that the elevator stops at the console... just far down enough that you have no hopes of jumping up to the floor above. And the console ON the elevator won't send it back the other way. So that's progress lost for the sin of getting on an elevator and getting softlocked.
Also of note, some enemies track your position, even when they're in completely different rooms, since they're still technically on the same screen. So, if there's an enemy meant to be positioned part-ways into a room you're about to enter, they may have already sat themselves in front of the door. Cue rapid button mashing and hoping that the collision of your and their models don't send you either through the floor, or into an unwinnable loop of knockdowns. When faced with this, I found the best solution was to mash out of the grab, then immediately hit up to go back through the door. This usually makes enough breathing room to either give the room another swing or move on.
The English translation is fine, except for the loading menu tips, which range from 2000s texting lingo to straight up Yoda-speech or worse.
To reiterate: great potential. Fucking rough though.