Yep. I highly recommend this wacky ass, Not 40k ™ fever trip made by a gaggle of really weird but also very talented and creative Frenchmen who initially wanted to make a 40k game but decided to make their own franchise when they couldn’t get the license from Games Workshop. Aside from E.Y.E., a very scant few games have offered me the same level of freedom of play style, tactical approach, loadout, powers, stats, cybernetics it has...not to mention being all wrapped up in a trippy, poorly translated oddity that constitutes the story, characters, and surreal aesthetic that intentionally withold relaying excess information to the player in order to maintain a bit of mystery and keep them guessing about the plot. If you even remotely enjoyed any games like the OG Deus Ex, Half Life, any tacticool shooters like Rainbow Six and/or the general aesthetic and setting of Warhammer 40k, you'll definitely like E.Y.E. Just be forewarned...the game has a STEEP learning curve and is utterly loath to fully explain its mechanics and story to even the most perspicaciously studious of players. Early game is pretty hard for low level players especially those who haven't gotten any of the pertinent powers, gear, stats, money and research to make things bearable all while insisting upon playing on a higher difficulty. I strongly recommend playing on normal until you get used to things as this isn't an easy game to master by a longshot. However, once the game clicks with you, you'll realize that you can do absurd shit like dual wield pistols and katanas while jumping fifty feet in the air and sprinting 50 mph all while using psychic bullshit powers to print fully armed and armored clones of yourself to fight for you and teleport inside distant enemies to literally telefrag them from the inside out. Your character goes from a lowly, dorky cyborg goober with a small, shriveled penis, muscle wasting disease, and several severe learning disabilities likely induced by the game’s trippy, half assed translation from its native French into English to what’s essentially tantamount to being a psychically supercharged, cybernetically enhanced industrial grade wood chipper that blends everything he sees as even potentially being an enemy into chunky salsa. Early game is pretty rough and confusing so I’ve put together a few tips and builds to help newbies that are having a stroke trying to understand this wacky ass game. I strongly suggest after immediately finishing the cave introduction level, new players shouldn’t start the story missions and first start by focusing on farming the optional bonus missions for Brouzoufs (the in game currency,) to buy weapons, pay for research, and purchase cybernetic upgrades as well as for the xp for a few extra levels and some requisite stat point upgrades needed to wield certain weapons and abilities that will help you later in the game. Use the Depezador shotgun on the very first bonus mission (the space station full of Looters; it’s all close quarters) until you can afford to unlock the Cloak from the Med Bay and the Medkit research project. If you have enough money, also prioritize upgrading your cybernetic leg implants first and dump most of your accrued stat points into Accuracy and Agility. This all should make traversing the stupidly huge maps considerably less tedious especially when they’re used in conjunction with Boost Sprint. Equip the unlocked Medkit and the BOSCO silenced .308 sniper rifle with a ton of ammo and put on medium to heavy armor. Do the harder missions that tend to have maps where enemies engage you at longer ranges such as the Federation mining facility mission or city canals mission until you’ve saved enough money to buy the Dermal Sheath cyber control ability for extra armor, the .444 Bearkiller revolver to contend with tougher, armored enemies, both the sentry AND the combat drone optionally with all three of their research upgrades unlocked, and try to get the Power Conversion cyber control ability, too. It’ll help you recover your psi energy from spamming Polyclone, Madness, and Invocation at the cost of some health that can be replenished with your Medkit. Deploy sentries and clones to prevent flanking. Use the revolver on armored/high priority targets. Psi powers on mobs for crowd control. Progress in the story until you unlock the Noctis Labyrinth mission. This is where you'll be able to do much higher level grinding for a lot less effort. Before you go there, equip the TRK A.D. heavy sniper rifle or the Hunting Machine rifle if you happen to have it, the Dermal Sheath cyber control implant, a medkit, the Damocles sword, the heaviest armor you can wear, grab a sentry turret AND a combat drone with at least a few research upgrades for them, a few research upgrades that will boost your Accuracy, Strength, Endurance, Psi, and Agility, unlock the Kinder grenades and equip them, buy the Madness and/or Invocation psi powers, unlock the Power Conversion cyber control implant to keep all your energy bars topped off as needed, and try to save up to unlock the Transmutation psi power. Now you can enter the level. Exit the HQ ruins and go topside. Set up your static defenses and summon both your Transmuted clone and Polyclones to establish a perimeter. You should see a gunship in the distance flying around. This gunship is worth a ton of xp and Brouzoufs if you can down it. Shoot at it with your rifle until you destroy it. If your defenses can't deal with the attacking mobs, activate Boost Speed/Jump, Dermal Sheath, toss a few grenades at them from a distance until they get in melee range so you can hit them with Damocles and cast Madness/Invocation with Dermal Sheath active and return to shooting the ship until it's destroyed. Afterwards, exit the level and return to see the gunship has respawned and repeat the process until you have all the money, xp, stats, etc. you want. I personally suggest unlocking the Excidium grenade launcher for long range heavy firepower, Arrancadora hammer for melee, the Sulfatum minigun for sustained fire against mobs of unarmored enemies in close to mid range with the Targeting System active, the Triangular Gate psi power, an antiarmor backup weapon, Dermal Sheath, unlock both the Psionic Differentiator and Cybernetic Ultra Conductor as these two research projects will help you conserve 33% when using both cybernetic implant powers and psi powers, Hunting Machine for long range engagements, as many of the BioRegeneration research upgrades as you can to prevent fatal wounds, use your accrued stat points from leveling up to at least level 30 to boost your Strength, Accuracy, Psi, Endurance, and Agility stats all to at least 77-80 each first…then focus on raising your Hacking stat to at least 70, research the Targeting System cybernetic power to assist with long range accuracy and recoil reduction on rapid fire weapons, and unlock the Necrocybermancy research that allows you to fully upgrade your cybernetics of which I suggest you first focus on fully upgrading your legs and then focusing on whichever implants will help you get the stat bonuses necessary to use the above. Unlock sentry, drone, AND Transmutation in addition to any relevant research if you haven't already. Lastly, unlock the Z.O.B13 research for an optional armor boost. Equip the hammer for melee and Excidium/Hunting Machine for long range or forgo the hammer for the Sulfatum minigun with Targeting System active for short-mid range melee mobs and the Bearkiller revolver for longer ranges and armored targets. Have at least one piece of static defense equipment on hand and/or the Transmutation clone psi power to compensate for the lower damage of your default katana compared to the hammer. Good luck out there, champ. Your legs are okay and you've earned Brouzouf.
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