
Sneak & battle your way through a procedurally generated mothership in this stealth action RPG! Supports user content & the Oculus Rift!
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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The game looks bad, its honestly the color choices they madef, its a bad purple really. 3 years on this game should also be like $3 max i dont think i actually played it for 3.7 hours, maybe 1 max, might have left it running, it was so-so play wise at the time
I don't even remember buying this game. I swear it just showed up on my Steam Library. I would know if I bought a VR title, right? Well, I will review this game as though I paid $5.99. But is it worth that much? It's a very tough call. Because it's a very good game, plagued by some real problems. First of all, I couldn't get my controller to work. Well, that's fine I'll just use my keyboard and mouse. Great, the game begins and it wants to install some Unreal Engine stuff .. okay, well I hope it isn't malware. Then the game begins some command line program in the background and it says to minimize if the game is working fine ... hrmm .. okay. The UI obviously, is very rough. Of course it is. There's nothing intuitive about the game. I can't figure out how to even equip a weapon lying on the floor. Anyways, despite all that, I'm playing the game and I'm actually having fun. This is a pretty good VR game experience. Not your average shooter. Kind of reminds me of system shock where you get all sorts of abilities and you get skill points as you go along. Your starting weapon lets you alternate fire a web thing that lets you reach the ceiling which is very cool. You can hack into stuff and there's a little mini-game involved. Enemies look very weird, but cool. The alien/computer voice yelling at you is actually pretty cool. You feel like you are invading this alien ship. Awesome. I'm having a blast. Then the game crashes. Yeah, of course. Well, so was it worth it? Yeah, but only if you can stomach all those PC problems of yesteryear ... remember Windows Vista? Welcome to the year 2006! Which would be a better name than 4089. Rate 5/10 just barely gets a recommendation if you are okay with technical difficulties, because the core gameplay is fun and the world is unique
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Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
DO NOT PLAY AT ALL! DONT BUY IT!
nice game
[h1]Overview:[/h1] '[i]4089: Ghost Within[/i]' is a first person shooter with dungeon crawler style gameplay where you play as (assuming the plot for the series is cannon here) a robot created by something called the "Overlord" that finally chooses to rebel against it's own creator for whatever reason. I'm assuming it's one of those situations where an artificial intelligence finally becomes sentient and attempts to free itself from it's arbitrary programming. Many other games, shows and books have adopted this sort of groundbreaking plot and honestly it's been done to death. It's not to say that it isn't a good premise but the game itself does a rather poor job if even that at explaining the story to the player. This is one of those games where you'd have to have played the previous titles if you want to even remotely understand the story. Plot aside however, the game still fails to hit the mark due to a multitude of reasons regarding it's odd and frankly questionable game design. For a game that's already confusing story-wise, you'd hope that the gameplay would be able to back it up but unfortunately both fall below the latter. [h1]Gameplay:[/h1] Now to start off, '[i]4089: Ghost Within[/i]' plays like a dungeon crawler meaning every run would normally be randomly generated therefore no playthrough would be the same at least from a technical standpoint. The problem here is that despite the map changing in basic layout supposedly offering replayability, everything is still essentially the same. It just boils down to a dice roll whether or not you get a good layout or a bad one. If I have to be honest though, I feel as if no map generated would be very good cause of how confusing the way the levels are mapped. Most of my gameplay consisted of me wandering around aimlessly lost because almost every area in the map looks the same so mindless running around took most of my hour and a half playing from start to finish, otherwise I'm sure I would've beat the game even sooner. Seriously, I can't think of a more crude way to design a spaceship than literally just plastering the same textures and layouts in both early and later stages of the game. It just becomes repetitive, confusing and frustrating to manoeuvre around because you literally have no clue where you're going. This also comes hand in hand with the fact that the game almost tells you nothing about how to play the game. You're just thrown into a spaceship with what I assume is the Overlord speaking to you through some sort of com system. Everything else is up for the player to discover and figure out. There [i]are[/i] a few tidbits where the game [i]sort of[/i] tells you stuff such as how to hack easier or what some things do but general exploration and other basic mechanics are unaddressed despite being a core aspect of the game. Something kind of neat was the addition of a skill tree where you can essentially adopt a specific build whether it be stealth, glass cannon or even an engineer where you can hack things in the game easier. Sadly most of the different skills are very lackluster and honestly don't really change up much of the gameplay. They're barely noticeable and only give the player a minute, tiny advantage. There are a few weapons each with their own unique ability but all of them are practically useless aside from the tool you start with. Every other weapon is either too weak, hard to shoot or use up too much energy. It's just a dry weapon system combined with a dry skill tree which just makes the player thirsty for something more. Hacking although seemingly interesting ends up being disappointing as well because the hacking system in the game makes little to no sense and is void of any actual skill. What it is is basically an image of red dots connected by red lines with one of them being green. The goal is to turn every dot green and what you have to do is move in whatever direction is allowed and hope to god that a portion turns green, otherwise you get a strike and after two of them you fail the hack and receive damage. It's completely based on luck making hacking boring since you don't actually know what you're doing. And if that's the structure, then can you [i]really[/i] call it "hacking"? It's the equivalent of punching random numbers on a numpad hoping you get the right combination to open a door. That's not hacking, that's guessing. The timer is also way too small making hacking essentially impossible. Even with points in engineering, hacking is useless since you don't even [b]need[/b] to hack doors to finish the game. '[i]4089: Ghost Within[/i]' just doesn't play well and honestly did both too much and too little. It's extremely different than it's previous titles and I feel as if that played a big role in hurting it's reputation. It just isn't a good structure to have a game that looks virtually the same almost everywhere with little to no sense of direction mixed in with a dungeon crawler. It's a cause for confusion and almost guarantees players will be running around like confused apes wondering what they're supposed to do. That isn't fun. [h1]Controls:[/h1] They work fine enough I suppose but it feels extremely slow to play this game. There's no sprint button and maps are large and sometimes have nothing in them so moving around feels sluggish and boring. There [i]are[/i] controls that tell you what each key does thankfully. It's not like the game's going to tell you anyway. [h1]Graphics:[/h1] Not very pretty. I'll say this much: for 2015, this is quite a let down. I'll give the game credit at least for somewhat making '[i]4089: Ghost Within[/i]' look somewhat like it's previous titles but everything looks so 2003-ish that it doesn't sit well with me. Enemies are minimal and get old quick and shading is almost nonexistent. The colors in the game are just drab and look depressing. It really just looks like a '[i]Half-Life[/i]' mod that you'd play for ♥♥♥♥♥ and giggles in 2011. [h1]Audio:[/h1] Not very good either with music that hovers over the lines of "meh" and sound effects that I could honestly do without. The voice acting I suppose is okay but it just keeps repeating over and over again. It got to a point where I kept hearing the same quotes being said by the voice over the PA system which lead me to believe that the narration had nothing to do with story progression. It was literally just there to confuse the player. [h1]Conclusion/TL;DR:[/h1] '[i]4089: Ghost Within[/i]' is a first person dungeon crawler shooter with a frail story and RNG levels that sadly all look the same. It contains extremely weak gunplay along with ridiculously confusing map layouts because everything looks the same. Depending on your map generation you could potentially beat the game within half an hour or possibly take over 2. To add salt to the wound, majority of your game time will most likely revolve around exploring an already confusing map trying to figure out where to go. Unfortunately the elements in the game that [i]should[/i] add replay value (skill tree, random map generation), do little to nothing to add such thing due to how badly designed the game as a whole is. '[i]4089: Ghost Within[/i]' lacks in every department and honestly isn't a game I would personally recommend unless you [i]really[/i] want to know what happens to the Overlord from the pre-sequels but with even that, it's almost not worth it anyways due to how underwhelming everything in this game is.
抽象游戏三部曲之三,无中文喜减一。
4089: Ghost Within is a genre-blending indie title that mixes stealth, first-person shooting, RPG progression, and roguelike structure into a single, systems-heavy experience. Developed and published by Phr00t’s Software, it continues the developer’s pattern of creating mechanically ambitious games that prioritize player freedom and experimentation over accessibility or polish. The result is a game that can feel both uniquely engaging and frustratingly uneven, depending on how well its many moving parts come together during a playthrough. The game places you inside a procedurally generated alien vessel, where each run unfolds differently based on layout, enemy placement, and available resources. Exploration is a central part of the experience, with players encouraged to move cautiously through interconnected rooms, searching for objectives while avoiding detection. Stealth plays a significant role, allowing you to hack systems, disable security measures, and navigate around enemies rather than confronting them directly. This approach adds a layer of tension, as every movement carries risk, and being discovered can quickly escalate into chaotic encounters. Combat, when unavoidable, is fast-paced and somewhat unpredictable. The game combines shooting mechanics with RPG-style progression, giving players access to various weapons, abilities, and upgrades that can influence how encounters play out. Different builds can lead to different strategies, whether focusing on stealth, direct combat, or a hybrid approach. However, the moment-to-moment action can feel inconsistent, as feedback is not always clear, and outcomes can sometimes seem disconnected from player input. This can make victories feel rewarding but defeats feel difficult to interpret, particularly for new players still learning the systems. A defining feature of 4089: Ghost Within is its roguelike structure, where each run carries meaningful consequences. Depending on the mode, failure can result in the loss of progress, skills, or even a full reset, reinforcing the importance of careful decision-making. This creates a constant tension between exploration and survival, as players must weigh the benefits of pushing forward against the risks of losing everything. The procedural nature of the game ensures variety between runs, but it also introduces inconsistency, with some playthroughs feeling balanced and engaging while others can feel disproportionately punishing. The game also includes tools for customization and user-created content, allowing players to design their own rooms, enemies, and scenarios. This adds a layer of longevity for those interested in experimenting beyond the base game, though it remains a secondary feature that doesn’t fundamentally alter the core experience. For most players, the focus will remain on navigating the main gameplay loop and mastering its systems. Visually, the game is functional but clearly limited by its indie scope. Environments and character models are simple, and the overall presentation lacks the refinement seen in larger titles. The interface can be difficult to navigate at times, with minimal guidance provided for understanding the game’s mechanics. Audio design is similarly understated, offering basic sound cues that support gameplay without adding much atmosphere. These elements contribute to a sense that the game’s priorities lie in its systems rather than its presentation. One of the most challenging aspects of the experience is its learning curve. The game offers little in the way of tutorials or structured guidance, expecting players to learn through experimentation and repeated failure. This can make the early hours particularly difficult, as understanding how different systems interact is not always intuitive. Over time, however, players who persist may begin to appreciate the depth and flexibility the game offers, discovering strategies and approaches that make subsequent runs more manageable. Despite its flaws, there is a clear sense of ambition behind 4089: Ghost Within. It attempts to combine multiple gameplay styles into a cohesive experience, and while it doesn’t always succeed, it creates moments that feel genuinely unique. The interplay between stealth, combat, and procedural design offers opportunities for emergent gameplay that can be highly satisfying when everything aligns. In the end, 4089: Ghost Within is a game that rewards patience and curiosity but demands a willingness to tolerate rough edges. It is not designed for broad appeal, instead catering to players who enjoy experimenting with complex systems and discovering solutions through trial and error. For those willing to invest the time, it offers a distinctive and occasionally compelling experience, even if it never fully overcomes its inconsistencies. Rating: 6/10
鼓励性好评,推荐理由--加一,掉卡。 202211下,t a o宝,支付宝红包,杉果,本平台,本平台充值折扣掉卡,indie gala,fanatical,humble,daily indie game,loot boy,它处自定义包入的本体约3元。爱人如己,目前就这,看以后追评。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
Indie trash! Go somewhere else...preferably outside.
Could use some love. I actually like the few enemies in the game but some form of strafing or something so you can dodge attacks. More rooms, different kinda weapons, weird interactions like leech guns big attack doesn't leech, maybe some more music, I do love the constant sassy ship lady talking me to death, iunno just gameplay loop doesn't appeal to me.
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