Project Morpheus: Prologue

Project Morpheus: Prologue

Demo Feedback
So because the game tells us to give feedback on discussions sections, here we go.

First of all, the game itself gives me RE4/Revelations vibe. It has quite a few novel ideas implemented into the game. Some are good, some are bad. So here is my thoughts on it.

Pros:
+ Game definitely has potential, the vibe of the game makes it an interesting game that makes me want to play more and explore more. It has that RE: Revelations kind of feels.

+ I like that the combat is something that is not necessarily a prominent thing, encounter numbers is not too much, and the encounter also didn't drag on for too long (aka the enemies are not bullet sponge).

+ I like there are inventory management system, although it has quite some flaws that I will explain later on.

+ I love that a lot of things are interactive, the ability to search cabinets for items, or sometimes even secrets such as key code to open a certain lock is actually really fun and a good implementation in this game.

+ Ammo reloading is a novelty and unique, but of course without its own flaws which I will explain on the cons section.

Cons:
- Right off the bat, font/typeface choice. Notes with unclear texts has "Press R to read" feature, but that feature were using this typeface that is very, very uneasy on the eyes. It looks cool, but it's not something you should use as a typeface for reading a block of texts. Poor choice. Suggestion: use something simpler.

- Crosshair is a bit iffy. It doesn't feel right. Sometimes it's also doesn't feel accurate, so sometimes your shot doesn't fall right in the middle of the crosshair. Another poor choice. Suggestion: again, use something simpler that just works better.

- UI type and color scheme. Everything related to the UI especially your intentory stuff is so, so blurry. It seems like you intended it to look 'modern' but it's so blurry and uneasy on the eyes. Poor choice yet again. Suggestion: yet again, use something that is easy on the eyes. Stop using something just because it "looks cool", you have to think about the ergonomics too.

- Item management. I love that there is inventory management in this game, reminds me of RE4. The difference is: RE4 use "blocks/squares" to define how many items can fit inside the inventory and how does it work in terms of placement. This game use a "free" system instead of blocks/squares.

What does this mean?
It means you are placing stuff inside your backpack but the stuff inside your backpack are treated just like in in real life, so you can just cramped stuff into it, BUT at the same time this means your inventory management is a bit more like a chore rather than a fun thing to manage. If you use auto-sort feature, it only makes it as neat as possible and doesn't always mean it will fit the most items inside your backpack. At one point, your backpack can fit all of your items, and then when you take one random items, sometimes your backpack spits out and drop 2-3 items randomly and you have to manually sort it out.

Suggestion: Use squares/blocks system the way they do in RE4 or something similar, it's more reliable for the players and item management doesn't become an annoying thing to do.

- Reloading system. This game treats every ammo as a singular item, every single one. As example if you have 10 handgun ammo that means it takes up 10 spaces in your inventory. And this system makes your reloading to be more realistic where you have to reload your mags with ammo round per round. It is unique, but not without its flaws. Here's why:

1. It takes too much management to do a singular mag reload. It was fine the few first time as it looks unique, but in the long run it only turns to be a chore more than a feature. This feature is still doable but there has to be a change on some aspects of it, such as the next issue I will elaborate on number 2.

2. Ammo type. There are a few ammo types in this game. When I try to reload my mag, I can use "auto-load" feature, but that means it will load ANY type of ammo and just loads it inside my mag. So if I want to make a mag consisting of only regular ammo, I have to load it manually one by one.

Suggestion: Revamp the reloading system. If you intend to sticks to round per round reloading mechanic, at least give us an option to load a certain ammo type only. As example: auto load incendiary ammo to one mag and don't mix it up with other ammo.

- I personally don't like the "slo-mo" view everytime I made a headshot or dismember the enemy. It is kinda cheap and doesn't look cool after a few times.

Other notable things to mention:
x Performance issue. I didn't put this straight to cons as this game is of course far from done, so I will just mentioned this here for the time being. There might be a possibility of memory leak too, need to be checked further. Started out the game with 60+ fps ended up with fluctuating 35-50 fps.
x The UI somehow is treated as a physical thing (?) If you look at your reflection, you can also see your UI on that reflection. It's a funny the first time I saw that. But that might need attention in the long run.
Last edited by High Ping Pantaro; 3 Sep, 2021 @ 10:20am
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Showing 1-1 of 1 comments
ZeN69 10 Oct, 2022 @ 8:29pm 
Some excellent points. I myself haven't been a fan of the RE series (only played 1-3 iirc) but came out of the demo slightly interested. I didn't realize the ammo loading problem til I picked up the incendiary shells.
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