In early access, with most of the story content still missing and having only 1 of 3 planned episodes finished so far, I can say that without a doubt this is my GOTY and overall one of my couple favorite single player games of all time, if not sharing the #1 spot. It is already just about perfect. This 1/3 of the campaign is now about the size of the one Prodeus has for the same price, and only slightly smaller than Ion Fury's, but is of *much* higher quality. The arsenal is very well balanced, with each weapon being highly modifiable and feeling and sounding just right. Over half of the weapons here are now my favorite iterations of their archetypes across all games. Aside from having a kick and a 4 hit punch combo which you can alter by inserting the kick at any point, each of the weapons can be used for a melee hit for different effects. Some just make better clubs due to their shape or weight, and one comes with a built in taser. That's subject to upgrades and attachment options as well. Your movement could almost be called realistically slow as far as walking, crouching and jumping go, and there is no Quake flying with air control or rocket jumping. It's not entirely life-like though. The shotgun can be upgraded for extra powerful recoil that can be timed for boosted jumps. You get an instant sideways or backwards dodge with a few I-frames, and a forward damaging slide tackle which can be used for huge boosts of speed or a fast approach into melee situations. In melee situations this skinny girl protagonist is a monster. Even before you save up the money for the expensive confidence boosting medicine, and without protein shakes and stimulants, your melee ability to stun and do damage is pretty good even in the highest difficulties with all the hard game mods and options enabled, where enemies are very resistant, recover quickly, and a bullet is as dangerous to you as in real life. But that danger makes going for those rewarding melee hits all the more exciting. It's the gamble, whether to show off and try to do something cool, to take advantage of the fact you just heard that the last living enemy you're aware of is currently busy reloading, or simply to try to barely survive when you've just run out of ammo near an enemy - using your empty weapon as a club is much faster than pulling out a loaded weapon. The enemy is intelligent, communicates and cooperates, something horribly missing in most games for decades now, making for an amazing experience that feels like FEAR 1 mixed with a bit of a more serious tactical shooter most of the time, but also has stealth, puzzle and zombie survival sections. This isn't to say the devs haven't thoroughly studied all other sub types of shooters and applied great lessons on what worked for a fun challenge and what was annoying. Environments are detailed, interactable and beautifully destructible; mostly sci-fi offices, hospitals, malls, shops, bars, factories, labs, warehouses and city streets on a space station housing what little remains of humanity after an unknown disaster. Such attention is given to little details here that you might end up playing minigames almost as much as the base game like I did; from a dumb addictive cellphone game, a shootemup at the arcade, pool tables, tabletop ice hockey, shooting hoops, throwing darts etc. Computer screens, data pads and other clues help you sink into this futuristic world. While the big picture of the conflict is obscured, you get to read the personal stories of this brainwashed, disarmed, weakened, cell-phone addicted and medicated populace. Even our heroine Dawn, who is competent enough in her role as a security officer to have become a minor celebrity and probably has her act together better than 99% of the population, is on anti-depressants and anxiolytics. The tiny vacuum cleaner robots are made to be cute and huggable. There's silly ads *everywhere*. This world is a parody of the direction our own is going, just hasn't yet arrived at Demolition Man levels of absurdity quite yet. The soundtrack is tracker based electronic music where there is action or a need to set a specific atmosphere, and creepy silence elsewhere, which highlights the rich environmental sounds. The sound and light design are sublime and don't just serve the setting and atmosphere, they are integral to the gameplay. You will live and die by paying attention to what direction footsteps, equipment/weapon clicking and other noise are coming from. Your flashlight battery will run out at the worst of times. Your gas mask will crack, smoke will blind you, as will shredded cans of paint, paper, leaves and blood hitting your face. Everything is pretty. From the weapons to the environments, even for someone like me who would much prefer a fantasy setting, it's just style oozing everywhere. The game is endlessly moddable and replayable. There is a huge collection of fan made content, but more importantly for me, the game ships with tons of quality options that drastically change gameplay, as well as a special campaign mode that unlocks after you first complete episode 1, which turns Selaco into a sort of RPG with randomized enemies, weapons stats and other boons and powerups, and of course there's a hundred options on just how random you want each aspect of the game to be. Don't like intermission screens or those "x/y secrets found" counters? You can just pick the Half-like option to turn them off. Want to struggle with super scarce ammo, money and meds? Want to be given extra armour? Want enemies at the start of the game to be as aggressive and have all the intelligence and equipment as they would normally have by the final battle? Want to pistol start each level by default? Want to start the game with all the different kits that give you different alt fire modes for each weapon that you picked up in a previous playthrough? Want a hardcore mode with very limited saves? Just click those options. I could go on for days. There's a *lot* of them. Anyway, if you've ever loved any FPS, just give Selaco a try. I bet you'll love it. It's made by brilliant and passionate people who have played and studied all the greats. No AAA game I've ever tried has been designed anywhere near this meticulously, and the best of indie studios barely get close. This is all the more impressive considering that Altered Orbit have somehow made all this beauty, complexity and depth work on a fork of the now 31 years old Doom engine.
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