22.7 hours played
Written 26 days ago
This is an extremely cool game with some incredible mechanical depth regarding tinkering/cooking/character skills. I can't praise it enough for what it's accomplished in those areas and I look forward to seeing what Freehold games does in the future. They should be extremely proud of what they've made.
But, I feel comfortable leaving a "negative" review as a flag for other players like me, since it won't make a dent in the review score:
This doesn't really succeed as a "story generator", if you were brought here by reviewers who described it as such.
if I were to compare it to Dwarf Fortress, Kenshi, or RimWorld, I think those succeed as story generators because of the dynamic which exists between the characters in your party. Even in cases like Rim or DF, where the proc-gen is front and center, it's the relationships between the characters that allows your imagination to fill in the blanks and see the "story" they all share emerge. Someone gets kidnapped? You now have a mission to rescue them. Two friends, but one dies? Everything the survivor does will be imbued with that sense of loss.
Unfortunately due to CoQ's single-player character focus, the narrative (even imagined one) of that character relies entirely on their interaction with the world and it's inhabitants. NPCs don't really offer a lot in this regard and are quite static, and since you can't build a party or anything, you either survive, or die. There's no room for a story outside of: "you fight and die, or your fight and live".
A lot of the examples reviewers give serve as a good overview of the games true variance; they all offer the illusion of variety, but all ultimately boil down to players having the same experience with slight differences of the same mechanics.
"I transformed into [object] and fell in love with an [object]"
"I was [mechanic] and then [mechanic], then I died"
It's really interesting and cool as what is it; a series of mechanics, but as someone that came here for what I was told was an RPG story generator, I was let down by the proc-gen world, proc-gen lore, and proc-gen books. Those do well in DF because I'm then shaping a new colonies story to add to those, whereas I don't get that experience here. I felt no real value or adventure in auto-exploring identical ruins, fields, forests, and jungles, complete with multiple randomly placed doors and copy pasted enemies. I felt little difference from area to area (besides the incredible soundtrack) and ultimately, I didn't feel like an adventurer discovering the secrets of the land, I felt like a gamer, watching numbers go up - and that was all. No environments outside of the scripted ones ever gave me the feeling of history or life, just populations of things to either slaughter or trade water with.