
OASIS: Tokyo is an FPS with a focus on inventory management that has roguelite elements. Complete procedurally generated missions in a shady underworld.
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Languages: English
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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no budget single player escape from tarkov in mildly cyberpunk alternate timeline near-future japan; take on a series of randomly generated raids to build to an endgame endurance run to the stalker zone and the endings. theres also some roguelite side modes and an endurance mode but theyre not very fleshed out. it is buggy; there was a bug where random enemies would be invincible, but it seems to have been stealth patched out. also the end game enemies like the cleaners will totally glitch out into distorted horrors so the only part you can reliably hit is their head. also the balance is wonky, with most of the skills being useless, the cyberdecks being way less useful than "killing your enemy with a gun," & m4 supremacy. despite flaws i still had a lot of fun shooting thousands of cops in randomly generated offices for gun parts and i cant leave a negative review for a true indie game unless it is absolute garbage by a garbage person
Kinda sucks? No leaning and no crouching in a tactical FPS game. Magazines drop on the ground when you reload, even if it's not supposed to happen like the tutorial said, so having to pick them up from the ground is ungodly annoying. And you can't pick up enemy weapons or their ammo lol. Enemies seem to hear everything and just zerg rush you on your spawn point until you're dead. They also seem to spawn infinitely from every corner. Melees are absolutely dogwater with no range and horrible animations that make it impossible to judge when your hit lands. There's a stamina system that requires you to either scavenge or stock on food and water because everything you do depletes stamina?? That just felt unnecessary for an already clunky gameplay. The sequel is in development, so you can look forward to that, so hopefully it's more polished.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you liked HOLE, and wished there was more progression and story, you'll probably enjoy this one. Oasis: Tokyo has it's flaws and it feels a little unfinished and repetitive at times, but it's also equally addicting, building your way to the top and decking out your guns and cybernetics. You can beat the story in around 12 hours or probably a lot less, if you rush through it. ~~~INVENTORY MANAGEMENT~~~ This game has pretty interesting mechanics, with the main one being on-the-fly inventory management, reminiscent of STALKER Anomaly or Tarkov. Managing your mags and topping them off with boxes of ammo, rather than simply pressing R to reload, makes for some tense moments, especially when you're scrapping for resources. And since, you lose everything on you, if you die, it really does make for some stressful and tense firefights, when you don't have the upper hand. The challenge is much appreciated though. ~~~GAMEPLAY LOOP~~~ The core gameplay has you entering specified missions such as bomb defusal, assassination, retrieval, etc., while at the same time, you scavenge for loot to pawn off and make some more money. In early game, looting will actually bring you much more income than the mission payouts, so its recommended you clear the level of all valuables before leaving. Make sure to keep track of how much each item sells for, and priotize "high value/inventory slot" items. This gameplay loop of going in, killing, looting the map, extracting, and selling, is very addictive tbh, reminds me a lot of HOLE, like I mentioned. ~~~STORY~~~ While you continually do missions, you slowly rise in reputation, until you are able to find out what truly is the Oasis in the center of Fukushima. Speaking of which, the story in this game is very background-lore heavy, as most of it will be found in random computers in the levels that you may or may not even have a chance to read. While there is a main storyline and goal, it really isn't too big of a factor, other than "reach the next rep level". The ending levels are pretty cool and definitely challenging (resource wise), but the ending was kinda super underwhelming. I'm sure theres more lore around to collect that explains it more, but yeah, story is just there. The post-game questline after the ending is also cool and I wished it was longer, since it provides new mechanics and maps to the extend the game a little ~~~CHARACTER PROGRESSION~~~ Aside from mission "rep" progression, there is also character levels and cybernetics. Your player character can level up as well with xp, allowing you to do stuff like handle guns better, or sprint more efficiently, or get discounts at the shops. There are also cybernetic enhancements you can add to your character, giving you some pretty overpower abilities, and also pretty fundamental abilities. For example, you are NOT even able to see your health bar and ammo counter, unless you get the cybernetics for it! You may think this is a bad thing, but I actually like that decision, it kinda makes the game lean more into the immersive-sim type of experience, and its not like the game is unplayable without them, it simply just aids you. The cybernetics include focusing on speed over health, tank gameplay, hacking style, jack-of-all-trades, and more. Pretty well thought out part of the game imo. ~~~COMBAT~~~ The gunplay is decent, it is pretty basic with gun customization and a pretty good selection of firearms and even melee weapons (kinda useless). It's nothing crazy but its good enough to be satisfying. Headshots are definitely prioritized over anything else, meaning pistol-caliber guns can be useful even at the end of the game. The movement is very simplified though, you basically can only walk and jump. You can't even crouch or lean, so using covers just amounts to running away until the next full-sized wall. There is also the hacking portion of the combat, but it's honestly pretty gimmicky and a lot slower than just using a firearm. The dev actually admitted that it became a sort of afterthought, while it is a cool option, it's not really that good of a playstyle. ~~~ISSUES~~~ The problem in this game lies mostly in diversity of content, and enemy AI. The AI is incredibly stupid and simple, basically walking in a straight line and shoot when they see you. You are able to sneak around them and get some stealth kills with supressors, but its very rudimentary tbh. The other issue is the lack of content and stuff to do. There is a "good-enough" amount of tasks and missions, but the level selection is pretty lacking. Theres only like 8/9 unique level designs in this game, but for 90% of your playthrough, you'll only be playing on 4, since a lot of those other levels are late-game or part of the ending mission. ~~~GRAPHICS/AUDIO~~~ Finally graphics and sounds, they're just okay. They do the job. Both are very basic, I never complained about the artstyle, other than the character designs. Maps could be more detailed in places, but it works well enough. Gun models and SFX are pretty good, the character dialogs are a bit weird (they speak very "anime-ish" japanese, that doesn't match at all tbh). And the soundtrack consists of like 3 songs. Music basically doesn't exist in this game, just background ambience. The game runs good for the most part, when theres tons of enemies and bodies it lags like hell though. Tldr: This game is super underrated, just wished there was more content to it, and a bit more polish. Definitely recommend, its decently replayable, and its definitely challenging and rewards efficient gameplay. Also a good achievement hunting game, not too annoying/not too easy.
Good game and has a great potential but lacks of content and lacks of randomness, ackward voice acting, werid AI and random generated level and bad weapon animations, bad tutorials and unintuitive UI and UX. Okay, here's the updated review of extra few hours playing. After you reached certain level, you able to enter something like "find a oasis". It's like a campaign, you passing through all the randomly generated level until the end. The concept is good but the problem is really unbalanced. It's roguelike so I can understand sometimes you need some luck, but it's too much hard. I packed my inventory full of 5.56mm ammo (around 600 + 5 30 round mag) but I already died 3 times because the lack of ammunition. I never found any 5.56mm spawn in any map, and containers and boxes, and the store too. Only shotshells, 9mm pistol bullets and 5.45mm ammo spawned. I rerolled the store everytime until it reaches the end of the chance but 5.56mm never spawned. I'm dead ♥♥♥♥♥♥♥ serious. Need more larger backpack and ammo vest, need more adjusted and acceptable RNG. Why the game keep spawns weapon with a different type of ammo so that can't be used? It's really bu11sh1t.
To play this game once is a simple task. To truly master this game is inherently a challenge. This game has a surprisingly small community for how advanced it is as an indie game. There are its bugs here and there, but it's quite a decent interjection to the hellstorms of triple A titles we've gotten as of late [spoiler] (Hello MW3 players, are you excited for BO6?!) [/spoiler] and I'd honestly have paid more for this game if I knew I was going to enjoy it this much lol. My advice for this game: 1) Add a demo, so people can try the game out before they buy it. [spoiler] you could use the intro section & one/two missions the player can do, with stuff like shops maybe cut out so people can't access them with external bypasses. [/spoiler] 2) Add more music. [spoiler] as far as I can tell, and from the point I've played up to, there's only really 2 music tracks that play in the background one after the other. To counteract this, you could have varying soundtracks for different sections of the "lobby" of the game (i.e.: soundtrack for being inside house; background noises for being just outside; soundtrack for being inside shopping mall; reduced/no background noise when inside train station - it'll usually be tense since people here will often be heading to their mission.) [/spoiler] 3) Add more flare to the lobby area. [spoiler] i feel it'd be beneficial if certain areas had more noticeable features to signify their importance, like the area you live in could have a few yellow posters around the place saying "APARTMENTS FOR RENT" etc. just so it stands out. even more so, though, you could... [/spoiler] 4) Add MORE to the lobby area. [spoiler] you could expand the area above ground, and have small restaurants selling more food items/drink items, etc. though i get why this feature may not be implemented, since the parts of the game where you're in the lobby area are usually at night, so they might be closed. [/spoiler] This game is amazing, BUT it takes notes from being a rogue-like. If you don't like losing progress, don't play this game, or otherwise be prepared to turn into a "full-time"-masochist.
Recent update has borked the game from being fun to being painful. Enemies now spawn in behind you (from exit locations), as opposed to from specifically designated locations within the game world. The developer still does not allow you to pick up enemy weapons or at least loot them for ammunition. It's a balance decision to keep weapons and ammunition rare that is annoying, because they're just laying there - you're already in a dangerous situation, you're already making me manually reload magazines, the time it takes to manipulate everything with the unwieldy UI should be challenge enough added. These are magic weapons you can't touch, player - tsk tsk tsk. The game also has the quirk of dropping magazines from your inventory when you reload, even if you have enough space in your inventory. It's frustrating to check your inventory space, see you have enough space, then lose a magazine (which has to be found or purchased) because the game isn't smart enough to stick it back in your inventory. And don't try to tell me this is a "tactical reload" when I can't even scavenge ammo from dropped enemy weapons who have infinite ammo. Enemies in sweatpants can tank 5-6 9mm center mass shots, which considering how this game is going for imm-sim manipulation of magazines, bullet reloads and spread, is incongruous with the feel of the game. But, SectCom wearing police helmets drop if you shoot them in the head with a bog-standard 9mm pistol round. Lolwut. Inventory manipulation is intentionally made unwieldy in order to discourage you from messing with it during a mission, I suppose to simulate that frenetic feel of trying to rifle through your belongings in a dangerous situation. Why can I simply not drag and drop my gun from one slot to the other, and have them swap if there's space? Why must I drag, completely drop, then pick up another? The game has challenge enough - punishing me for using my inventory, even OUTSIDE of a mission, is asinine. Melee weapons exist, but are absolutely pointless. You have "blunt" and "blade" resist against melee weapons - again, utterly pointless. The only thing that matters is "bullet" resist. Also, the pain editor does nothing at all, as "viewpunch" and slowing didn't change anything when I was struck.
Wish more of the elements and gameplay were improved upon to make the abilities like enemy hacking more potent, balancing changes could fix stuff like "bone lacing" which you'd choose out of sheer pity, but nonetheless, game was my GOTY for 2024. Oasis Tokyo reminded me that I could infact play a videogame and sense I was playing one.
This game is horrible
So much better than Aimlabs, actually, because if I shoot someone in the head they die instantly-- no exceptions
安い金額でサクサク脱出FPSをシングルプレイでやりたいならおすすめ ただ日本語しゃべってて日本の看板が出てるにもかかわらず、日本語対応してないのは謎
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