People are far too critical of this game. Yes it has some issues here and there, but overall there's plenty of play time in this game. MostPeople are far too critical of this game. Yes it has some issues here and there, but overall there's plenty of play time in this game. Most of those issues have been fixed since other reviews were written. Also keep in mind that most of the people reviewing this game, pirated the initial release without the later bugfix updates, that much is obvious.
The one unique thing about ghostship aftermath is the randomness in events each gameplay. Sometimes they help sometimes they hurt. This game is not meant to be won in 1, 2 or even 3 tries. You have to use your head, know when to fight or flee, and remember where items/places are to help you on subsequent playthroughs.
You also have to actually find the right consoles/keycards/passcodes/locations yourself. There is no map indicator, there is no 'shimmering in the dark' on items you pickup or access or a HUD that points the way for you.
The game does seem like a really well done half life 2 mod at first, but it is a full fledged game. keep in mind this is an indie game developed mostly by ONE person with zero budget. *That's basically as indie as it gets*
No, it's not as pretty as dead space. and initially I didn't even really like it for the first few hours because I was soo lost, but it's a game where you must learn its rules to be successful (which can be a little retro). Once you've got a good feel for the layout of the ship, the game is much easier and you feel less hindered.
Personally I think this game is much better than other popular indie horrors like slenderman or amnesia. It's a bit like amnesia in space mixed with alien breed or shadowgrounds, except you're not just running from some guy that disappears when you lose him like in amnesia, although there are plenty of areas where you know you're relatively safe.
This game involves doing tasks that lead you to the next task or storyline, on a ship, in space. filled with aliens. You can't 'clear' an area....once you leave a deck, the respawns reset, although the type and number of enemies is variable. Enemy spawns operate like a trip wire, you walk past a certain threshold or into a certain room and you trigger enemies. These tripwires remain relatively fixed, so you can remember where enemies will probably come from and where to not go unless it's worth it. There's some minor resource management, since you must manage your flashlights battery usage and your oxygen levels.
The enemies in the game, are really just a barrier between you and tasks/storylines/log files/atmosphere. Those are the main course. You're supposed to walk into the unknown.
There are 3 sections of the ship, accessed by two main hallways. Each section has 7 decks, for 21 different deck areas in total, which is needless to say, a pretty good amount to explore. This is a full sized ship, with pretty much everything you'd expect to makeup a ship -- crew quarters, medical, a bridge, recreational areas, bars, mess halls, brigs, reactors, even a small church. You can explore it all, but the game will be easier if you don't explore too much or in certain areas.
Once you know where all the good pickups are, you can start breezing through the game faster and try out some of the other storylines.… Expand