
PARKSIDE is an FPS-Immersive Sim that chronicles the future of biomechanical subterfuge and suffering. Shoot, hack, and either save or sour the future of humanity in the dystopian city of Abbotsford, California in the awful year of 2038. Will you serve the Divine Rod?
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About
In PARKSIDE, the future of biomechanical subterfuge and suffering is revealed through the story of Alexander Petrovich, an unemployed hacker who is kidnapped by a mysterious group known as the Illuminated Brethren of Conclave Automata.
Will he bend to the will of the Brethren and aid in realizing their vision for humanity, or will he take the hand of a guardian angel? Though, no matter his choice, a sinister voice in his head warns that judgement is inevitable.
PARKSIDE is a First Person Shooter / Immersive Simulation, with a focus on freedom, choice, and consequences.
Set in the fictitious city of Abbotsford, California in the year 2038, the world the player experiences is the result of four years of shrouded meddling by the Illuminated Brethren - the environment is cold and unforgiving, the people are drab and demoralized, narcotics and gangs are rife, and military police walk the streets. How has it come to this?
Following his capture by the Brethren, Alexander is interfaced with an experimental combat platform known as POLYPHEMUS. Through a piece of technology called the Remote Combatant Viewer, he is sent to complete illicit, dangerous missions for the Brethren, whose directives come from the mysterious Divine Rod.
Many tools are at the player's disposal to tackle problems including a roster of futuristic weapons, armaments such as EMP grenades and frag mines, and abilities that can be used to navigate all manner of obstacles. You can hack or bypass keypads, security cameras, turrets, and robots... or shoot them to bits - pick your poison and run with it as you navigate smoky streets, dark alleys, airy vents, and secret bases.
Choices matter - in the secret fight for control of the precious lives of all citizens, there are many powerful stakeholders. There is one important question with many answers and outcomes: are you a servant of the Divine Rod, Alexander?
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Languages: English
Engagement
Reviews
Themes across 194 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you're reading reviews to see if you'll like the game before buying it, there's really no need. Try the demo, it's free. If you enjoy games like the original Deus Ex or Cruelty Squad, you'll probably enjoy it. With that said, I'll be giving this game a positive review, but I'm certainly not going to say it's flawless or that it would appeal to a widespread audience. While it may be an intentional stylistic choice, the graphics are nonetheless undeniably crude. While the game has only just recently been released and the dev is trying to resolve them, technical flaws in the game are abundant: I've gotten stuck in walls, had items phase through the floor before I can pick them up, had enemies walk through walls in the middle of combat, etc. Melee weapons seem to fail to connect frequently, even if you are standing directly in front of the enemy and aiming right at them. I do not know if this is a hitbox or range issue, but whatever the case, combined with the spasmodic movement patterns of enemies, it often makes melee combat tedious. The drink-based checkpoint system is also very bad: being limited to only specific areas means that you can often only find where to save if you are already familiar with the level, at which point said knowledge means you don't have any need for a checkpoint. Even if you *do* manage to find the area you're allowed to save in, they're sometimes in areas that are either useless to save in based on where they're located, or they're actively dangerous. On one occasion, I respawned and found myself not in the place where I drank my elixir, but instead teleported a significant distance away so that I was standing directly in front of an enemy tank, whereupon I was immediately exploded. Yet while I could continue going on about elements of the game I find poorly done--such as overly perceptive enemies (a problem allegedly fixed by recent patches), or what I feel to be the overpowered nature of the Cloak ability--I still find PARKSIDE to be a captivating game. It has a good concept, the story is interesting, and there is a lot of depth to the game in terms of optional details, items scattered about, and different ways to approach missions. The world has an oppressive and rundown atmosphere that has been executed very well. The wide range of upgrades available to you is an appealing prospect (even if, again, Cloak outclasses most of them). While I've said the graphics are primitive, it's an intentional crudity along the lines of Cruelty Squad; those who it's intended to appeal to will find it charming, and I do. The levels are all relatively short once you know how to do them, but I find this gives them an almost puzzle-like quality where the focus is more on figuring out an approach and trying to complete the level in a timely manner, with resets occurring frequently. I enjoy this style of play. Even my friend, whom I pushed into playing the game and who has told me in no uncertain terms that he thinks it's horrible and deserves a thoroughly negative review, has nonetheless played through and completed the entire game. I would say that is a credit to PARKSIDE. For all its flaws, it is incredibly engaging. The store description of this game openly acknowledges that it's janky, and that is probably the key factor in whether or not you'll enjoy it. If you can enjoy a game filled with technical imperfections and a less-than-robust combat system, with the game's depth lying in other areas, you may find this to your liking. System Shock 2 is another comparison that comes to mind that I feel would match this description. Ultimately, just play the demo and make your assessment accordingly. It is a pretty good depiction of what you can expect from the game as a whole.
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Hours played at review time, across 194 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我承认,当我玩教程关第一眼看到这个存档机制的时候我是立刻想当场退款的。但是吧这游戏其它地方又都挺对我胃口,所以我就想,要不再多玩几分钟再给它一次机会吧,然后就上头了。 存档机制大概是这游戏最具有争议的部分,这游戏没有关卡内存档,甚至没有手动存档,只能在完成一关后由系统自动存档。如果在关卡里死了就直接从关卡开头重开。但是每关你会有一个神圣药水(点了相关被动技能就是两个),当你走到特定的存档点后可以消耗一瓶药水给自己额外一条命。注意是额外一条命而不是回档,也就是说假如你在一关里用了这个药水,你被人打死后进度啊装备啊都是全保留的,假如你杀了某个重要的NPC想要靠这东西回档是不可能的。以及如果你有急事中途要关游戏,也没有办法保留局内进度,由于ParkSide一关全探索的时间不短,这个存档机制对很多只有碎片时间玩游戏的忙人而言非常不友好。更要命的是游戏也没有选关之类的功能,选择读取通关存档后甚至无法从最后一关开始,而是只能看之前的通关统计数据(击杀数之类的)。 我看到作者说由于做局内存档要从底层重写很多代码,而目前他的工作重心放在修bug上,所以可能很长时间都不会有局内存档功能,甚至可能永远不会有。我推测作者只做了玩家角色信息(比如装备、加点、选择这些)的保存,而没做场景物体、敌人状态这些的保存。所以这将是一个很大的劝退点,非常介意的话不建议入手本游戏。 就我玩下来的体验看,这个存档机制倒还算可以忍受。首先这个游戏本身的难度非常低,大部分敌人的AI很弱智,索敌也很聋瞎,伤害也偏低。暴毙的可能性主要来自于踩雷和坦克和大机器人发射的炮弹,但是雷都很显眼,而且踩雷判定范围很小。坦克和大机器人也都比较聋瞎,跑很近才会发现玩家,数量也都很少(能活动的坦克只有最后两关才有),相比于其它游戏的同定位单位血量也低。此外这游戏还没掉落伤害,杜绝了摔死的可能。如果可以随意SL的话那确实是一点难度也没有了。 除了存档之外还有一个严重的问题,那就是目前这游戏相当janky,虽然我直到通关也没碰上严重到足以引发卡关的bug,但是各种恼人的小bug还是碰到了一些的。有些甚至导致我和一些重要NPC敌对,错过了他们的任务线。不过因为作为一款合格的immersive sim,至少游戏提供了多元的过关方法,即使把NPC全杀完也能正常过关。 如果你能忍受得了以上这些,那么这个游戏确实有一些不错的闪光点。本作颇具争议的存档机制虽然有各种不便,但Ban掉了savescumming之后沉浸感确实有一定程度的上升,让玩家不得不更加谨慎地思考自己的选择会带来怎样的影响,可以看出来作者在决定这样的存档机制时确实是有一定程度的考量的。 虽然由于人力(一人制作组)和资金限制,游戏的建模和动画相当粗糙,但是作者显然在场景设计上是用了心的。听着音质超级压缩的90s jungle在笼罩在橙色沙暴和雾霾里的逐渐衰败的城市中漫无目的地游荡确实是一种享受。本作的关卡设计深受杀出重围初代启发,场景里有很多可交互的物体可以把玩(比如老鼠),还可以用各种小垃圾各种挑衅NPC,[strike]然后他们会报警叫警察揍你 [/strike]。各种四通八达的通风管道、下水道、暗门等秘密通道连接着数个子区域。作为探图党我经常会兜兜转转最后从另一道门回到了一开始的地方,感叹这种地方都能有门?? 精心设计的地图带来了多种完成任务的方式。是用撬锁器撬开眼前的门,还是用黑客技能黑入旁边的密码盘,还是先去搜搜一旁的开放式办公区里有没有人落下了门的钥匙卡,或是直接干翻旁边守着侧门的守卫?从这点上看,这确实是一个合格的IS游戏。而且确实,就像我之前说的那样,很有杀出重围初代内味。 本作毫不避讳DX1对其在各个方面的影响,不仅同为赛博朋克题材,甚至同样也有一个“光明会”作为推动剧情的主要势力。游戏的剧情发生在近未来,一个叫Abbotsford的虚构加州城市(现实里也有城市叫这名,不过是在加拿大),一个不知名的小黑客在调查副总统失踪案时被神秘势力劫持,成为了一名为其操纵【远程作战平台】(其实就是一个由尸体加神经机械技术改造而成的遥控傀儡)进行各种黑色行动的驾驶员,并最终用自己的选择改写人类的命运。写作水平中规中矩,世界观倒是挺有个人风格的,如果吃血肉机械+邪教+赛博朋克反乌托邦这套的话很推荐尝试。主线也很直白易懂,如果在探索场景时留心散落的Datapad也能获得许多主线里没有挑明的有趣细节。可惜结局时感觉还有不少坑没填上,可能将来会出续作吧? 总之这游戏还挺对我胃口的,而且价格也很美丽,和这个开发者关系好到足以让他们出联名捆绑包的Corpus Edax和Peripeteia正巧我都有,直接用捆绑包加首发折扣入40多rmb就到手了,这个价格这个内容量可谓是性价比爆棚。此外在Bandcamp上居然只要20rmb不到就能获得91首曲目的本作官方原声带(由作者本人和其一名好友制作全部曲目),这堪称我在Bandcamp上买的性价比最爆炸的原声带没有之一,我都惊了,可能新西兰(作者国籍)的物价就是这么低吧...
Amazing game. Beat it on Steam Deck. 10/10 immersive sim experience
incre4dible game. cool ass play style. thanks for everything
Some issues with the ai, the hostility detection and the balance of the game (stealth augmentation makes it a joke), but the freedom of how to approach the objective and the exploration are quite good
This stuff's pretty good! I'm on level 3 so far, but it's been fun. Be willing to search around *all* your menus and don't be afraid to kinda fiddle around with the game and get a feeling on how it works. The tutorial in the game is... *fine*, but I think the majority of how the game works will be up to your exploration of the game itself. I enjoyed Deus Ex 1 and this scratches a very similar itch so far. Also, this game primarily gives experience through exploration, and there's no "this thing is here and that thing is there" guide online, so you will legitimately need to search and be curious. And yes, there are people who complain about not being able to save, but I'd suggest really thinking about what "saving" really means most of the time. It's a restart-perfectionist point. Which is fine, but can sully a given experience depending on how it is. Considering things are meant to be not-perfect with your executions causing you to need to do some course-corrections, it's far more engaging that way than pressing F9 (quick load) every time you hear a distant beep. But ultimately it's up to you. There's a single-use respawn point mechanic in the game.
It's an interesting, cool immersive sim with a lot of mood, of juice in its visual and music and setting. However a very confusing and sometimes annoying mechanic really dampens the immersive sim aspects imo: the save system. You can't save scum (I'm ok-ish with that even if it's a big part of immsims letting the player experiment). Instead you have a single use, only in some areas item that allows you to save. That save point can also be used only once and it's not a save in the sense that you go back in time, you just re-appear with all your health. So all alerted (or killed) enemies are still in the same states. I understand save scumming is seen as going against many developer intentions, but here it is damaging to the typical imsim experience imo: - any mistake (your health does not regenerate, you need items for that) is made much more difficult (did you click one time too fast after a dialog ? well that makes you pull your gun out. The police will immediately shoot you even though they have a system where in other situations they just warn you to stand down) - any bug that results in your death or harm is much more annoying - worst of all it is actively going against role-playing since everytime I have to restart the level from the very beginning I am less and less inclined to redo all dialog trees and do things in a natural order and instead am encouraged to just go murder hobo. Instead I somehow know all the safes and door codes since they don't change from playthrough to playthrough and just magically come up to people with the item they are going to ask me for their quest since I already know what they want It's a good game but that aspect just really should be reworked imo.
WOW! Just finished my first playthrough (which came in at just under 11 hours). This game is amazing I paticularly like the writing/lore and story the way it reacts to your choices and timulation sandboxhe paths you can take. Spoiler free comment the ending I chose had me floored with the spectacle and implications. I am absolutely going to be doing another couple of playthroughs in the future. On this first run through I did a standard explore as much as possible and just killed everything in sight and only got to explore about 20% of the available powers, there is definitely playstyle and build varience available. If you enjoyed Deus Ex or Thief etc this is a spiritual successor to those games and well worth your time especially for it only being about £12. Lots to explore and find and different paths and gameplay challenges, good music and a cool interesting style
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An uncut diamond in the rough. Thoroughly enjoyed this game, brings me back to Deus Ex while still being extremely original and very interesting. Made by one guy is impressive, I really hope he has time to make more games like this. I also want to address the complaint of everyone else, the save system. I don't understand the crying about it, its not that punishing and suits the game very well, One save ( 2 with a perk) limited to specific areas in each mission. By the end of the game you will be such a powerful being that you wont even be thinking about it. Support this solo dev, this game is a great use of a Saturday.
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