Krater Katchall

Anyone else tried this yet? It's a little (ok, a lot) buggy and still seems to have a lot of unfinished features but I'm suprised just how much fun I'm having with this right now. A party based Diablo style post-cataclysm RPG with Borderlands asthetics and Magicka's sense of whimsy, complete with randomised (I think - might be wrong about that) dungeon layouts and a HUGE Fallout 1/2 style overworld map and it's totally got it's hooks in.

Will it stand up to continued play? Not sure yet, I'm only a couple of hours in, but I've had a blast just roaming around farming random encounters for loot and crafting components.

I am definitely up for this.

Just gotta find some time and maybe wait for d3 to loosen its claws a bit. (well and the GW2 BWE's too)

I really look forward to the upcoming patches that I've read are coming. I'm waiting and backlogging until they arrive. I'm pretty confident I'll enjoy it, though, from the little time I spent in with the Beta version.

Your description is spot on, stevenmack.

Been playing since Alpha. Buggy as hell, but has potential to be a cool little game.

I'll try and give it a shot one of these days. Looks really rad.

I was reading some notes on this and caught one that said
"With the forthcoming coop content update (release date July 10) you will be able to seamlessly blend between the coop and a online singleplayer game"

I am pretty interested in this, especially coop aspect. May wait until July 10 coop patch to pick it up, or maybe if it dips a bit in price during steam summer sale.

Well, I guess that solves it. It has no support for win xp or dx9!

Cool gameplay video...

Because of how buggy it is, I think I'll wait for the upcoming Steam summer sale to pick this up. I'm definitely interested, though.

I love the cartoony x-ray electrical zap attack that shows the cave bear's skeleton at 00:54.

Nice karacter design, and fairly kolorful for a post-apocalyptic game. Might also wait for a Steam sale, and Diablo fatigue to wear off a bit...

I think waiting a bit is a good idea - it IS really not quite there yet in some aspects.

The soundtrack freakin'. good.

Just gives me a total John Carpenter / Tangerine Dream vibe.

Giantbomb Quick Look:

I'm interested but I'm going to wait until a Steam sale since it's not done yet and I don't have any money. Controlling three characters at once seems like it could be really clunky.

It caught my eye today as well, but I'll hold off until the bugginess appears to be fixed.

iaintgotnopants wrote:

Giantbomb Quick Look:

I'm interested but I'm going to wait until a Steam sale since it's not done yet and I don't have any money. Controlling three characters at once seems like it could be really clunky.

I haven't played since the last two beta iterations and I ran in to some serious problems. Going to see if those were fixed. Biggest design decision that I disagree with is a lack of pause when encounters got complicated. It was too clunky maneuvering them around, activating skills, and picking targets. Haven't tried it since release, though. Vinny seemed to find the game a lot easier than I did as he said he's only wiped once and I wiped probably 5 times in 2 hours. Biggest issue, during beta, was the complete lack of in-game documentation. Nothing was explained and it was not fun fumbling around with the systems. I'm going to give the game another try very soon.

I mean to play for 1 hour and ended up playing for 2. Only reason I stopped was because I need to go to sleep.

-seems well balanced so far. Had a few difficult fights and wiped once but those all felt fair.
-I'm getting better at the combat. It seems geared more towards hitting the hot-keys than manually selecting the skills.
-I'm constantly getting better loot, skill modifiers, passive swappable upgrades, and gadgets.
-lots of money in the game but a lot to spend it on.
-in-game documentation is better. Base stats are explained and it is a lot more obvious how implants work.
-overworld is fantastic looking and I really love the aesthetic.

-clicks still not registering fast enough or are just unresponsive. Usually doesn't matter but when it does it leads to a lot more trouble than there should be.
-still not enough documentation or tool-tips. The leveling system isn't explained anywhere. The 3 guys you start with can get up to level 5 and...that's it? Not explained if it is possible to rank them up or if you have to go recruit new guys.
-difficult to compare items between characters unless they are active.
-the game does a poor job of just explaining your base damage and how item properties affect your characters overall stats. For a loot driven game it does a very poor job of giving the player enough information to decide what to use.
-hitting 1-4 on the keyboard is easy but 5-9 is a little difficult considering how quickly the game wants me to do it.
-it patch update doc, when you first start the game, states that you can put your guys in any order but I can't figure out how.

-I still feel the game should have a pause option for offline. Combat would be a lot more tactical and interesting and the responsiveness would not be much of an issue.
-I'd also like to see more than 4 classes. If you pre-ordered you get access to dr. Cerebero, who is a Medikus but with unique abilities. Each party member (which you can have 3 active at a time) has 2 abilities and 1 gadget ability (if you have one equipped). Each character has, essentially, 3 abilities with only the gadget ability being different between characters of the same class. The 4 classes, so far, all have the exact same abilities and other than allowing you to continue to level up your guys, I don't see much incentive to pay for new recruits.

It probably looks like I'm down on the game. I'm not. There's a lot to love. It's addicting and insanely charming. There is a lot of potential. Add pause and explain the loot/stats/characters better, and I will have no more major complaints.

Edit: Just went to the official website. The stuff they have on their was surprisingly useful.
I learned:
-gadgets can be freely swapped between characters. This was no the case in beta. Hurray!
-a Heal ability modifier attached to a melee attack will heal that character with each attack
-you can not rank your characters up. So once they reach there individual level cap you will need to recruit new guys and level them up. There should be a patch tomorrow that allows you to rank up your guys, however.
-level 15 is the current level cap

I completely support the concept of continuing to develop games based on feedback as it goes along, as it allows small developers to take risks and get support. But based on reviews I can't help think Fatshark may have jumped to the "official release" status a bit too early. I actually bought the game because I think it has potential, but am waiting to see where it goes before digging into gameplay. I have the Witcher 2 to finish for cripe's sake!

Vector (or any other folks who might be playing this), do you feel that there are too few abilities available throughout the game, and/or that characters reach 15 too quickly? I read a bunch of "professional" reviews and they were largely negative mainly due to the leveling and the limitations in terms of character and enemy variety (and the bugs, but that's a different animal). The boot camp patch seems to resolve the issue of existing characters that get level capped early on, but nothing seems to be done about the variety of character abilities or the fact they still have a fairly low cap all around.

Is this really an issue in your opinion? Do you see potential for this to be developed into something more robust? Is the argument about content even a legit complaint at their price point?

So I saw this somewhere (maybe the new game news guy at Penny Arcade?) and thought that it looked pretty interesting. I am still going into Drox Operative now and again, but I wanted another clicky RPG to tide me over until Torchlight II, so when I saw that this was on a moderate sale for the Steam Summer sale I scooped it up.

So far I am 4 hours in and I like it quite a bit, I'll post more thoughts in awhile

If it wasn't directx 10+ only I'd be all over it. I am not seeing much that could not be done with directx 9 so it is a bummer. They have to know that the install base for xp is pretty huge no?

At this point I have put in around 8 hours into the game, and I am still pretty happy with it, although at this point in the game I do wonder whether it will have the legs to keep me going through the grinding, as I feel like I already have a pretty good grasp of the systems. The story has been pretty typical thus far, but the whole thing is dripping with so much character that I will probably finish the main story at the very least, even if I don’t continue on thereafter.

At first glance Krater appears to play fairly similarly to other games of the action rpg set: Diablo with three simplified characters instead of just one, however the character development system is very different from any of these other games.

If I had to classify this game I would make it 60% Diablo, 20% Add multiple characters (didn’t feel right to say a specific multiple character game like Planescape) and 20% Magicka (adding different effects to attacks in synergistic ways).

Note that in an effort to make the game more compelling and old-school there is no manual save/load feature. However death and failure is gentle enough (as long as you go to the doctor occasionally) and individual dungeon instances short enough that this is only rarely an issue.

Classes Intro
There are four and a half classes in Krater. Each of these classes uses its own set of weapons, and has its own unique two abilities. (Dr. Cerebro, a DLC hero, is a Medikus who uses Medikus weapons, but he has his own two abilities, which effectively makes him a class of 1). The different weapons are mechanically slightly different (the “rogue” weapons have a faster speed but lower damage than the “tank” weapons) but the vast bulk of the class variability comes from their two abilities. From what I can see all members of the class have these sole two abilities, you can never change them out.

That seems like a death sentence, but while it is disappointing (I would love for each class to have 3 or 4 abilities to pick two of, or maybe a type A and B with a different secondary skill, or more class multiples like Dr. Cerebro, or something) it’s not as bad as it may otherwise be because these skills can be modified in ways that dramatically change their properties, which I will get to in a second.

Experience and Levels
Another big difference is how leveling works. In what may very well be blasphemy, the change in base stats between a level 0 soldier and a level 15 soldier (the current max) is… zilch, nada, bupkiss. Instead leveling up unlocks more slots for implants (which provide straight improvement to the basic stats) or boosters (which provide for customization or improvement of their main skills).

The implants have thusfar been fairly typical +stamina (max health), strength (melee damage), defence (damage resistance), focus (ranged damage and healing amount), and intelligence (cast time, effect duration, and cooldowns). The boosters have the same effects, with the addition of a straight up damage/damage boost effect (as appropriate) and a heal effect.

The levels come in batches of five, and units require promotion to unlock the next levels. At the start of the game your soldiers are capped at level 5. In the second city you visit you can pay $3000 a boot camp to promote them to the level 10 cap, and then $20k to promote them to the maximum level cap of 15. As an alternative you can recruit new soldiers that already have a higher cap, although so far the only fully promoted soldier I have seen available for purchase is Dr. Cerebro, I am getting the feeling that I am fast approaching the city with more typical 15-capable soldiers being available. As I mentioned before 8 hours in I have one level 15 soldier, and one level 12 or so soldier (who should reach 15 fairly soon, leveling in this game is quite quick, as it only unlocks the true implant and booster improvements). This is not counting Dr. Cerebro, who I stopped using once I decided to save his slots for later. If you instead wanted to use him to bootstrap you up through the early game you could hire him right away to skip that large $20k bill for the higher levels.

Classes and Skills
Here are the classes and their skills:
Tank (can’t remember the name): A beefy crowd control type.
Skill 1: A powerful, instant swipe that does good damage in a 180 degree arc in front of the character, short cooldown.
Skill 2: A pound that does moderate damage to enemies centered on the tank, also taunts them to attack the tank, moderate cooldown, very short cast time (instantaneous?).

Regulator (ranged control)
Skill 1: Stun the target, preventing them from tanking any actions, for a few seconds. Instant cast time, long cool down, ranged.
Skill 2: Lay down a field which slows all enemies by 50%, lasts six seconds, decently large radius, short cast time, short cooldown.

Slayer (Melee DPS)
Skill 1: Good melee damage to one target, instant cast time, very short cooldown.
Skill 2: Bleeding DOT to enemies centered on caster. Instant cast time, short cooldown.

Medikus (ranged healing)
Skill 1: Large healing to one target, ranged, moderate cast time, short cooldown.
Skill 2: Continuous healing beam to one target, ranged, instantaneous cast time/cooldown.

Dr. Cerebro (unique ranged healing character)
Skill 1: Healing splash affect (allies only), short cast time, ranged, short cooldown.
Skill 2: Infect ally with healing nanobots for 10 seconds, instantaneous cast time, very short cool down (more than short enough to keep this continuously on everyone in the party, although that required too much micro from me in the early game).

(I find Dr. Cerebro to be superior to the normal medic, but unfortunately using him early in the game can make him pretty useless later on since the boosters and implants you apply are permanent.)

Boosters and Customization
In the early game you will only be able to put one or two boosters on each skill, but by the middle of the game you will be able to have the maximum of five (right now one of my three characters has maxed out at level 15, and I just purchased the training that unlocks levels 11-15 for my second soldier). Here is my example load out.

As a background I am not currently using Dr. Cerebro, after I realized that the handful of permanent boosters and implants I had already assigned him where going to drag him down in the endgame, and unlike the others I can’t start fresh with him. I am hoping that by maximizing my use of the rest of his slots he will still be viable later on. I am also not a huge fan of the Medikus because of his first ability, which I find to have too long of a cast time to be really useful. In addition its single target, instantaneous affect makes it a little less appealing to me as far as customizing goes.

In fairness I should say that I didn’t make much of an effort to increase the intelligence of my Medikus, which really would help that cast time. More importantly I have gotten much, much better at agro management. In the early game I had the mobs running wild and attacking everybody, which made it hard for my Medikus with his two single target abilities, one of which being very slow, to keep up. Since then I have gotten much better by being more diligent about taunting, upgrading my tanks intelligence so he can taunt more often, as well as being able to give my secondary guys a modest amount of increased stamina and defence so that they can live through short mistakes.

Now that my tank takes the vast majority of the damage that comes my way I could probably be very successful with the Medikus, but for now I am running a team of a tank, a Slayer, and a Regulator, so I have tried to make them each a little more self-sufficient to spread the healing around.

Ability 1: A healing booster heals a percentage of the damage done. It also does a set bit of healing to an ally that happens to be in the swing zone, however since my tank has almost no focus this amount is pitiful. I also have a defence booster which increases the tanks defence for a couple seconds (so this is nearly continuously applied if I am careful, and with some more intelligence on the tank it would be constant.)
Ability 2: Two defence boosters increases the tanks defence when he uses this attack, which is good as it’s a taunt. Since this is a 360 degree attack the Slayer is almost guaranteed to be hit as well, so his defense would also be raised. I just added a strength booster to this move as well, since the damage for both the tank and the slayer is strength based.

Ability 1: This is single target only, so it will only help the slayer, as such I have put on healing to leach damage, a damage booster to do more damage, and I just added a strength booster. This cools down so quickly that any boosts I add to this should be constant in a fight.
Ability 2: A strength booster increases the slayers strength, and will almost certainly hit and strengthen the tank nearby.

Ability 1: No boosts yet, because I haven’t had a chance to really plan this one out and the ability is pretty usable all by itself.
Ability 2: The bread and butter of the team. I try to center this on the gap in between the front line and the Regulator so that the entire team is within it. As its main and intended purpose it slows down the mobs heading for the Regulator before the tank solidifies Aggro. A healing booster constantly heals my three soldiers as long as they stay within the field. My regulator’s Focus is very high so this is a decent heal rate. A defense booster increases the defence for everyone in the field. I also have an intelligence booster in the field, it is the closest thing to a Universally Useful stat, and while the field is up everyone’s cooldowns are reduced and all of their buffs last longer.

As with the skill system slightly more variety would be great. I would love to be able to apply a short stun to my Tank’s stomp, or a slight DOT to my Slayer’s single target attack skill, but those boosters don’t exist (that I have seen in 8 hours). As it is, however, you can already pull a lot of variety out of the simple tools that you have.

The biggest problem is a lack of feedback. You are warned that the specific effect of your boosts will vary based on the target of the skill, but alas more specific information is not forthcoming. For example I was very surprised when I realized that my Tank’s upgraded swipe was providing minor healing to his slayer partner (that was the most Magicka-like moment of the game so far, not as awesome as when I realized that you could throw healing rocks at people, or lay healing mines, but the same type of feeling). There are other questions that I haven’t gotten around to answering though, like:
1. If I put a damage booster on the slow field will it just provide a damage bonus to my allies in it, or will it also do a direct DOT on the enemies?
2. If I put a damage booster on the Slayer’s DOT, will it increase the damage of the bleeding, if I put a healing booster on it will provide an initial burst of healing to allies hit, or ongoing healing, or heal the Slayer as a percentage of the DOT? A combination of the above?
3. The Regulators stun bolt doesn’t do any damage, if I give it a damage booster will it do a percentage boost off of nothing, a direct damage on the hit, or a continuous damage for as long as the stun lasts?
4. If I provide a damage boost to the Medikus or Cerebro abilities will they just add damage boosts on my allies, or will enemies start to be valid targets? Would I be able to use the heal ray as a heal and damage boosting ray or a death ray?

Now having those questions isn’t in and of itself a bad thing, experimentation in these areas can be a lot of fun, and in fact it was the very thing that made Magicka so amazing. However the combination of the fact that these boosters are permanent add-ons and the fact that they have chosen to dispense with manual save/load sharply disincentivizes more risky experimentation.

Buying low-ranked soldiers and boosters is pretty cheap, and leveling is pretty fast, so the barrier to experiment isn’t ridiculous, but it’s still annoying (and Cerebro, who is unique, can only be experimented with by finding the save file and backing it up).

This lack of information extends to other places. The game tells you what each stat affects, but other than the trivial 1 stamina = 10 health points I haven’t been able to discern any specifics. This has come up in questions like “This gun does 9.5 DPS by itself, but this gun does 8.8 DPS, and increases my focus by 9, focus increases gun damage, so does that larger bonus on an 8.8 DPS lead to a higher total damage than my normal bonus on a 9.5 DPS gun?” There is no way to tell.

Permanence of Implants and Boosters
Over all I’m actually a fan of this mechanic, with the exception of its effect on the unique character Dr. Cerebro. It really brings home the idea that you are not actually working on developing specific characters, but a well-oiled mercenary team. Those two goals are usually synonymous, but not always. When you unlock your first implant slot and upgrade your tank’s hitpoints from 200 to 250 that’s a big increase, but that came at a pretty high opportunity cost. At first you are finding +5’s occasionally, but at this point (8 hours in) I am making +12s at will and finding +15s. If I hired a new tank and took him out to fight his way to level one that single implant slot would take him from 200 hit points to 350.

So upgrading your characters becomes a constant balance between finding yourself unable to perform effectively and taking too high of an opportunity cost to improve your stats in the short term with components that will be obsolete in the long term. Eventually though, no matter how much you pace yourself you are going to find yourself in a corner. Those solid soldiers that built your way to greatness will be too old, too slow to really get the job done. They’ll have taken you as far as they can and it will be time to bring in the younger generation to carry the torch.

It’s not as romantic or poignant as it could be, there isn’t enough characterization amongst the visually identical characters with different names and initial class distributions, but it’s the sort of thematic and mechanical choice that I can appreciate and hope gets explored more.

In addition to the two main skills each character can get a gadget which performs some sort of secondary function. These are a bridge between weapons and skills in that they generally perform more complicated, utility type functions, but can be swapped out at any time like weapons. In general they are a final way to fill in gaps on your team. I haven’t used them much because the 7-9 are a big pain to get to. Tonight I am going to try and see if the 1-9 skills can be switched to 1-3, q-e and a-d. So far I have seen the following gadgets: Instantaneous heal self, heal over time self, slow single enemy, DD single enemy, DD enemies in radius, DOT bleed enemies in radius, DOT poison enemies in radius, drastically increase stamina/intelligence, or focus on self.

These are definitely for occasional emergencies, the cool down times are uniformly high, a minimum of 2 minutes. Sure you could wait long enough to use them every fight, but that would be boring as hell. Combined with them being hard to get to this usually leads to me forgetting I ever have them.

I am liking it a lot, it does seem like it could get pretty grindy and repetitive, there isn’t quite as much diversity as there should be in your own abilities and the types of enemies you see, but so far at 8 hours it has kept my attention successfully.

Edit: 11 Hours in, I've found an additional type of booster that slows enemies. In the third major town (Westerfall or something) you can recruit a second type of each class! They have two different major abilities than your starting guys! The second Medikus class is identical to Dr. Cerebro, so he is really just an oppurtunity to get an early shot at the second medic class.

This all makes me very happy, as it resolves my major current disappointment with the game.

This is up for a vote as the next flash sale on steam. Vote if you're interested at a 50% discount.

Yonder, thanks for the incredibly detailed write-up. I have this in my pile and am letting the game continue to mature, as the devs have been putting out regular updates. I'd like to see your concerns about lack of UI feedback/item information and overall character variety addressed further.

Like I said in my previous post it seems like the game might have been a bit undercooked at release, and that definitely hurt the initial buzz. I hope the Steam sale vote goes to Krater and that boosts sales enough that the company can continue to evolve the game over the next couple months. It's a unique take on the clicky-loot genre that I'd like to see developed some more.

Sorry, first post in a long time. I'll be brief as I have to go.

I think the game, mechanically is fine but low on content because of the lack of class choice. The UI is as you stated and a problem. It needs more time in the oven. I haven't touched it since I last posted for the same reasons you haven't tried it yet. There have been at least two updates since then so that could have changed a bit.

More Krater thoughts (15 hours in):

This was mentioned above

Vector wrote:

-lots of money in the game but a lot to spend it on.

and I have to say that it’s very true. I am very happy that this is the case, because it seems to me that (and this just may be because I’m playing them ‘wrong’) that the economy is where pretty much every single RPG ever made falls on its face. Usually once the game gets going you start picking up money at an alarming rate, but there is rarely anything to spend it on. Rather, there are technically places to spend it, like at Blacksmiths and whatnot, but since such a large amount of the game is about finding loot you can rarely buy things much better than what you currently own, and if you can there is no guarantee for how long it will be better than the miscellanea you are constantly pulling out of the intestinal tracts of giant rats (game idea, a traveling gastrologist tirelessly working to free the wildlife from the effects of the various sharp objects that littering treasure hunters leave scattered around the environment for them to swallow).

In fact, typically when you play these games this element is twisted in our minds to manifest itself as a pitiful hoarding mentality, instead of just avoiding equipment we also avoid buying scrolls, potions, wands, etc. or even using the ones we do find! I know that when I play these games I behave like a character personally trying to disprove trickle-down economics. I will, without fail, climb into my airship and fly across several continents back to my hometown so that I can sleep in my bed for free rather than pay a 50 gold inn fee. All the while hundreds of thousands of gold pieces chink merrily in my trans-dimensional pocket.

In Krater there are a segment of activities: recruiting and training soldiers, that is not only completely vital, but has to be paid for instead of scavenged or found. (There is also a more minor activity, healing your troops, which is similar to “repairing broken equipment” however like repairing costs this is mostly important in the early game, and becomes an inconsequential fee when you progress, especially since the healing cost: 100 per soldier per knockout, does not scale as the game progresses). So far instead of continuously increasing my gold amount it’s been “3200 gold, sweet, I can promote my first guy, 3050 gold, sweet, time to promote my second guy, etc etc.” At this point after some very fruitful missions I am sitting on 38k and am really looking forward to heading back to town and paying the 20k upgrade fee for my third soldier.

Now it is possible that this will just delay the wealth event horizon, 20k is the most expensive training cost, so as your income keeps growing eventually even the cost of buying a trio of soldiers that are already level 2 promoted (probably 5-6k total) and paying the 6000 to get them up to the max cap will be inconsequential (and I’m guessing that in the next major town I go to I’ll be able to buy third tier soldiers directly, for much less than 20k if the 1.5k tier two soldiers are an indication), but that’s not all that I’ve been paying money for. Between buying blueprints, paying the crafting costs (much less than purchase costs) replenishing my stocks of crafting materials I’m not finding fast enough (stupid Steel) I’m still spending quite a bit of money even though I am totally ignoring the equipment and gadgets that the shopkeepers are selling.

Don’t get me wrong, I’m still making money and feeling like I’m being successful at my business, but I still feel connected to the overall marketplace as a whole, I’m continuously replacing the money that I’m spending. I’m not some sort of currency black hole that has entered the area and answers to no one. (Little known fact, the events of every RPG sequel have been directly spawned by the earth-shattering recession and unemployment that the protagonist of the preceding game caused by dramatically retracting the money supply.)

The main difference, and why I don’t think this will change down the road, is that in other RPGs your level, your character’s intrinsic abilities, are at least as important or more important than your equipment. When a piece of equipment is powerful enough to sway this balance there is usually a level cap anyways! Here your levels only give you more slots for your equipment. Leveling is also very fast, so during the vast majority of your playing time all of your soldiers will be at their current cap, you aren’t grinding for experience (and so far I haven’t grinded at all actually) you are grinding for money, for items, and you have to directly use that money to even partially make use of your characters, let alone fully make use of them.

imbiginjapan wrote:

Yonder, thanks for the incredibly detailed write-up.

Yay! Validation! I hope I was helpful.

I have this in my pile and am letting the game continue to mature, as the devs have been putting out regular updates. I'd like to see your concerns about lack of UI feedback/item information and overall character variety addressed further.

As far as the UI goes, I would definitely switch around hotkeys when you first get the game. I tried my 1-3, q-e, a-d setup and wiped twice before I decided I was too stuck on the 1-6, what I did do is move all the gadgets down to qwe and have started adjusting to that.

I am tenuously happy with variety right now, at this point I have run into a second variety of each main class, and I have started running into a new type of booster and several new types of implants. While other than the second medic type I don't think I prefer any of the second varieties, but I really wonder at this point if I will run into new variations, because I don't think I'm anywhere near the endgame. At this point I am under the impression that new content will be brought in continuously for a bit, although I think it is coming in kind of slowly, at least it was at first.

So, this is currently $7.50 on Steam.

Anyone want to give a one to three sentence pitch for impulse buying this game (or not)?

Sounds like buying now is maybe an investment in a game to play at a future date, but does it feel like the gamble of that investment is likely to pay off?

Yeah I'm leaning towards waiting until coop is released and checking back in after that (sometime in Aug?)

Yeah, I'm very hesitant even at $7.50 since it's supposed still basically a beta.

I bought this game. On impulse. Because it looks like what would happen if Disgaea meets Borderlands meets Diablo meets Fallout meets Pippi Longstocking. And they have a baby.
Also there was a soundtrack. I'm a sucker for soundtracks.

Edit: Disgaea might not be accurate, but it was the only one I could think of with that kind of 'recruitment' model for the party.

I would recommend this game at the $7.50 price point for fans of the genre without reservations. It is not perfect but they have taken the formula and spun it further than anyone else has, making for a very fresh take on the game style which is still recognizable and enjoyable.

I'm super hesitant to buy this. It sounds like it might be too complex to be something I'd really enjoy, but at the same time it looks super interesting. I'm just afraid I'd get into it and then not like it at all.

What it seems like to me is Dawn of War 2 crossed with a dungeon crawler. The fact that Relic has not made that game yet boggles the mind. That has gotta be pure gold right underneath their noses.

Omaha wrote:

It sounds like it might be too complex to be something I'd really enjoy

It's really, really not, I just enjoy going more in depth into random things than anyone really should. All of that stuff I wrote up there really boils down to the following in practice:

"Damn, I just wiped, I should probably give all my soldiers either a booster or an implant or two."