
RECOG The Game is truly challenging and strategically entertaining. Build and defend your industry from an enemy who knows you more than you know yourself. Plan each step wisely, for all decisions you make directly impact what’s to come. Be prepared, for you are now entering THE RECOG!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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This actually takes the cake for worst not-even-game I've ever briefly tried to play. I played Dwarf Fortress for years. I'm not of the faint of heart. This interface is *terrible*. The videos that are excused as a tutorial -- that you can only find linked defensively in a release notes update of "oh yes there are turotials you must be mistaken!!111!" -- are almost unbearable: they are both paced horribly, full of fluff, in absolutely no order that makes sense for what you need to do as a beginner... there's more time spent badly voice acting about the incoming threat than there is *teaching the damn game*. The 3d view can only be used at 8 angles. Why? They're all on the same inclination, by the way, and it's the absolute worst one for viewing 3dimensional objects. Hope you enjoy that, I guess? The UI doesn't even *try* to raycast to put your machines in the correct place when you hover over the side of another object. The select boxes for bulk operations like "pick up these 1000s of useless drops" can't even be started except on squares that contain one of the drops; so if you want to select an area, but can't find a dropped item *in the corner* of the area you want to select, too bad. It's just... what on earth was the developer thinking? How is this even remotely usable? And those 1000s of useless drops, incidentally, *must* be picked up, because your drones pathing through them will take damage. Right up until suicide. What. What is the gameplay purpose of that. Why. Honestly just why. I could keep going, but it's just a fractal of things like that. There's just massive amounts of ridiculous minutae, bad UI -- don't even get me started on the inventory configuration mess; you *will* have to click a half-dozen times to configure _every_ _single_ _storage_ you ever build, and you will build a lot of them -- and none of it serves any interesting gameplay purpose, at all. A cookie-clicker has more semantic value and interesting choices per click than Recog does. Again, I'm writing complaints about this UI speaking as someone who played, then even modded, Dwarf Fortress, for years. Recog is not challenging or a game for the galaxybrains: it's simply a mess.
As released, I can't recommend this game. There's a couple impactful things that are stopping me from giving it a thumbs up. 1. Lack of a tutorial. I feel like "it's a complex game" shouldn't excuse lack of any in-game orientation for new players. All this game does is tell you to go to youtube and watch the training videos... but these are hard to follow due to the narrator's slightly-off spoken English coupled with the attempt to mimic a hammy military drill instructor doing a standup comedy routine while trying to train you on what the many different parts of the game are and how they tie together. 2. Lack of background processing? I'm not sure what it is, but when I hit quick load and happen to switch to a different application, say, to type a review, the loading process seems to just pause. Dwarf Fortress is a complex game, yet can load a save file while not running as a foreground window. Little things like frame rate drops every time I mouse over a unit make me think the coding on this could be a little tighter. I hate to be this critical because I'm not a great programmer myself, but it still has to be said, especially since the game is advertised as "released", and especially for the $25 asking price. 3. User Interface blues. I really feel like I'm fighting the user interface when I try to get basic things accomplished in this game. There's a build tree and a whole industry game to play here, but I feel like the developer is not really trying to separate having a complex game from having a usable interface. The interface is the farthest thing from intuitive I've encountered, and I have played a few hundred hours of Dwarf Fortress with default ascii graphics. I'm not going to say the game sucks or the developer doesn't know what they're doing. I think they're making a work of art here, in that they have a vision of the game they want to make and are definitely making it according to their vision. But just like art, what one gets out of it is up to that person alone, or rather "beauty is in the eye of the beholder." In this case, fun is in the eye of the beholder, and I can't say I see this $25 released game as being fun. I would say it's worth $5 and is a very stable prototype/tech-demo for the game it actually wants to be.
[quote][url=https://store.steampowered.com/curator/7871885/]Follow our curator page:[b] OCG-Curations[/b] if you like and want to see more reviews like this one.[/url][/quote] [u]Rating[/u] [b]7/10[/b] [u]Pros:[/u] Fun, Complex Gameplay Excellent Physics Procedurally generated levels force players to use a variety strategies to succeed. [u]Cons:[/u] No Tutorial Special Materials are a bit difficult graphically to differentiate from the rest of the terrain Awkward Control Unintuitive UI [h1]Overview[/h1] “RECOG First Wave is a complex factory management title. The player won’t be left to create their industry peacefully however, as the reason they are building it in the first place is to defend against waves of robotic enemies named the RECOG. The player must build increasingly powerful attack drones and towers to defend against the enemies. The graphics are comprised of two complimentary artstyles which best highlights the important blocks that the player wants to focus on. There is a distinct lack of sound in the game, which works well with the fact that concentration and strategizing is necessary to best play this title. The story is a bit lacking, but it isn’t the focus and there is just enough to give the player a reason to care about why they are fighting. [h1]Game Breakdown[/h1] [u]Gameplay:[/u] [b]Terrain[/b] The terrain in the game is made up of cubes. These cubes are comprised of various minerals and materials that end in the suffix –oids, which are called oids. These are player’s main resources in the game, so digging into terrain often provides the dual purpose of collecting more resources and carving a defensible position into the terrain. Unlike other factory management games, the terrain is extremely important to a player factory and defense. Since the game has a three-dimensional grid-based playfield, it is important to make sure that the area the player is building in has enough space to extend on the z axis along with the x and y axis. As for defense, similar to other tower defense games, if enemies get to the playfield they will take the simplest route to the player’s hq block. This is why the Tower Defense concept of “Mazing”, or creating a longest route by blocking an enemy’s path with barricades and towers, is really important. This maze can also be created in three dimension. To utilize the terrain, the resource hidden inside of it must be collected. [b]Resource Collection[/b] The player starts off the game with five utility droids. These are the units that actually act upon the terrain and collect, build, and explore the terrain. When a player find a few pieces of terrain that they like, they must go to the excavate section of the in-game menu and then they will choose the excavate option. The player is then able to paint blocks that the drones will excavate. It is important to not mine too many resources at a time or destroy all of the connecting blocks to a large chunk of terrain. If the physics engine detects that a chunk of terrain is floating, then all of the blocks will fall apart and will rain down. This will do a ton of damage to any units located underneath. This can be a decent, last ditch strategy against enemy units, but it isn’t a good idea to let it occur to the player’s own drones. Once these blocks are located on the ground, they can be collected with the collect command which once again allows the player to paint blocks that they want to be picked up. Like many of the other menus, the excavate menu seems a bit more complex than it should be. The tooltips aren’t especially clear either. Once the player has collected some resources, it is time to build some industry. [b]Industry[/b] Industry starts off simple initially, but quickly grows to be complex. Like most other factory management games, the first building that must be created is storage. It is here that all of the resources required to create complex parts are stored. Storage is also the place that the factories will directly pull from when they want to build these parts. Complex part factories require small factories and these factories will feed into depots which build the actual machines. One of the most important objects to be built are defensive towers and defense drones. [b]Defense[/b] As the player builds up there industry, they will have to build depots. The RECOG will detect these depots and will start to send waves that are increasingly powerful so that they can destroy the player’s outpost. The first line of defense a player has is defense drones. There are 5 types that increase in power as their technology is researched through the proper industrial factory. When a new wave is sent, the attack drones will fly into the air and will fire their equipped weapons at the invaders. This light show is quite fun to watch, but I will warn that anyone epileptic may want to be careful. To turn the tide of battle, towers can be built to send supportive weapon salvos. For example, the missile silo is able to cause large, area of effect explosions in the air to damage enemies. Other towers will shoot only when the enemies are closer to the ground, presumably after all of a player’s defense drones are destroyed. [b]Overall:[/b] This is a fun factory management title that suffers from the fact that it doesn’t contain a single shred of tutorial. Due to this complexity, many people may be scared away from this title. If this is your favorite genre however, I would recommend sticking the rough start out because there is a lot of fun packed into this title. [u]Story:[/u] The story is short, but gives the player a reason to care about their mission full of mining and robots. The player is playing a simulation of a mission to save humanity. A group of robots called the RECOG are trying to destroy humanity, so it is up to the player to build a self-sufficient defensive outpost to defend against their hordes. Thankfully, this is only a simulation with many scientists observing the player. Once the simulation is lost, then the player is kicked out of the simulation and the mission. [u]Sound:[/u] The sound design for this game is surprisingly quiet. Considering the complexity of this title, I’m not surprised that the developers, LozMarblz Inc., decided to create a more silent title. This removes the potential for distraction and creates a very zen ambiance. The game isn’t devoid of sound though, as robots working will occasionally make sound. This is probably to remind the player that the game is running, which is helpful because the player wants to pause quite a bit in the early game. [u]Graphics:[/u] The graphical style is mainly comprised of two artstyles. The world is made up of cube, voxel-like blocks. These blocks then have basic textures on their sides. The second artstyle used is a realistic sci-fi theme that contrasts quite well against the bland colored voxel blocks. Even though the second artstyle is more detailed and realistic, most of the machines that the player uses are square. This is likely due to the fact that the game is played on a three-dimensional plane and it is easier to see cubes on the game’s grid. The small utility and attacking drones however are not squares and are the only objects that are spherical in nature. The physics engine that works on the graphics works quite well and watching the blacks become small and then bounce around is quite satisfying. Unfortunately, the terrain graphics all look mostly the same, so it can be difficult to differentiate different oids and minerals from each other initially. Some might also dislike the fact that the main color is overwhelmingly brown. [u]Performance:[/u] The game performs quite well. Even at 4x speed, my computer never had any trouble processing my utility bot’s many actions. The physics engine acting upon blocks also works well and it didn’t mess with my FPS.
ほとんど事前情報なく、人柱と思って買いました。そんで、あまり出来がよくないものでした。 ゲームの流れとしては素材→中間素材(xN)→製品作成をしながら、敵襲に備えるもの。 ワーカーがつき3D化したfactorio系かと思ったし、実際似た部分もあります。ただ、全くおすすめできません。 12時間プレイして何度かリトライしつつの20サイクル時点。 1. UIが超絶見づらい。 文字しかなく、一画面内の情報量が少ない。文字フォントも見やすいとはいえない。 中間素材の種類が多い割に、サムネイル画像等もなく、名前が似ているものばかりです。 しかも、それぞれが別のtierの中間素材だったりするので、わけがわかりません。 名前にpTransが最初につくものだけで何十種類も存在し、ptrans modulatorだのcircuitだのcollectorだの、すべてまちまちのtierに存在します。 中間素材などについてのゲーム内辞書(製品レシピ)はありますが、この妙に覚えにくい名前のせいで、同じものを作るにも毎回見直しになりがち。あと妙に順番大事でキュー入れにくい。 2. クライアント重い 重い、ちょいちょいバグ落ち、またはドローンが動かなくなって再起動に。ロードも長め。 妙にメモリを食う。大規模採掘を試みれば確実に落ちます。これについてはスペックに依存するとは思いますが。 3. 深みがない youtubeのチュートリアルビデオをなぞるだけのゲームになりがち。回路等で効率化可能なゲームデザインではなさそう。 ゲーム内辞書(製品レシピ)を読んでは順番にキュー入れるだけになりがち。かなり作業的です。 4. 開発の言い分 「買う前に注意:このゲームは複雑で難しく凝ったゲームなので万人向けじゃないですが、意図されたものです。」と言っています。しかし、このゲームの問題は万人向けでないことでも、ゲーム内チュートリアルがないことでも、難しいことでもありません。 見づらい画面とわかりにくい無数のアイテム群で、自由度がなく手間だけかかる作業をやらせて、達成感も進歩感もない。これでは、あまりゲーム的ではないと思います。 今ある問題が、アプデで改善するか不明ですが、少なくとも今買うべきものではないでしょう。
LAVA. ARTIFICIAL INTELLIGENCE. CAVES. RESOURCES. INDUSTRY. VERY IMPRESSED! Games like this make me really hate having a job because it takes time to play. In the months I've owned this game, it has undergone MASSIVE changes based *entirely* on user feedback. I would hardly recognize the earlier release. The U/I feels pretty comfortable now, so the reviews about the 8 view angles/fixed incline are obsolete. There is an odd quirk with the engine that makes it hard to click buttons sometimes. Also building stuff in the early game now requires significantly less clicking than some reviews suggest. The object is actually to automate, but similar to games like Factoro/fortresscraft you have to do a little manual labor at first. The units taking damage going through debris is just a part of the game... you have to actually remove debris as you dig otherwise it'll pile up and kill your digger. There is an editor now that lets you experiment with the building components—this is critical. I used to recommend this game with caution, but many things are ironed out, and there really is a novel idea here. It's still not going to be for everyone, but its a pretty unique strategy/factory/3D programming/crafting concept, and many other elements add depth. This game is not "casual" I disagree with that tag being applied to this game. Games like this are for people who like a little uncertainty, who like to experiment and don't mind dying/losing a bunch of times. I hope this game catches on for the right crowd. Be aware before you buy: - Learning curve - Simple graphics - Maps are small horizontally, but extensive vertically - YouTube tutorials.
I know this game is described as "not for everyone", but getting started is extremely frustrating. I'm not expecting a full tutorial, but a tiny bit of hand-holding would be appreciated at the very start.
Что происходит? Космический майнкрафт с роботами и кубиками! Как происходит? Мы осваиваем парящий в космосе астероид из кубов. Кубы эти мы разрушаем, собираем ресурсы и строим весьма сложные механизмы чтобы разрушать кубы чаще и эффективнее и т.д. до тех пор пока на нашу голову не свалится вторжение роботов. Тут-то и станет понятно, кто мушкетер, а кто потерял все полимеры. Как выглядит? Хорошо! Красивый интерфейс, отличное звуковое сопровождение. Объекты игрового "мира" красочные, проработанные и хотя в игре конечно нет "ВАУ" графики, но выглядит все очень приятно. А минусы есть? Без них не обошлось. Первый это конечно отсутствие какого-либо обучения, без него освоить огромные возможности, которое предоставляет игра крайне сложно. Второй - отсутствие перевода и он сильно усугубляет первый. Если вы испытываете проблемы с английским, готовьтесь ставить игру на паузу и лезть в онлайн переводчики. Итоги. Качественное исполнение и внимание к деталям выгодно отличают проект от большинства инди-собратьев. Игра понравится любителям составлять компьютерные кубики под улетный саундтрек. [h1] [i] Читайте ещё больше качественных обзоров в группе [/i][url=steamcommunity.com/groups/topreview]ТОП Обзор[/url][i] Подписывайтесь на [/i][url=store.steampowered.com/curator/32707647/]куратора[/url][/h1]
Caveat: Haven't played the game to completion but wanted to still throw a quick review on the books. I'm ~30 hours in. It's got a very large learning curve with ZERO in game hand holding (you need to watch a good amount of tutorial videos to get started), and the UI is clunky before getting used to it. The best comparison with how this game plays is vanilla dwarf fortress (no therapist, dfhack, addons) The positive side is that this is a game built from passion, like dwarf fortress, it's not a cash grab or one-and-done type deal. It's a very original idea with original execution that both the developers and players will shape into what works best for this game type. I feel that needs to be commended in this gaming climate full of loot boxes and 'has-something-for-everyone' type games. It will be a breath of very fresh air if you are willing to put in the effort. Another major plus for me is the developers are active real-time. The game is completed, but still has areas that will continue to be polished for better usability, rebalance, or new concepts altogether. Two examples are that I reported a bug that got fixed within an hour, and they took my feedback on a feature that will be added to the next July release. All in all, so far a very rewarding experience and I have had fun testing things out in game and climbing the learning curve. Once I have a more total understanding, I'll try and update this review to include more complete gameplay feedback. For now, if think you might be interested, just look at the tutorials before buying. Sitting through them will give you a good idea if you will like this game or not.
I liked what I was seeing online, and I feel the game has great potential. Decided I'd wait till some updates came out before putting in the time to get my hands dirty. One year in, and no updates. Very disappointed. *someone* will love this game, but I have to admit it is not here. Time for a price drop, if you're not going to support it!
in its current stage i cannot reccomend this game im genuanly excited about the game concept but the only form of tutorial is the "RECOG The First Wave : Informal" youtube series its essensialy a youtube lets play with a developer. the game seems to focus more on lore and emersion rather useful help tools
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