I tried out Pulsar: Lost Colony. If you told me it was a beta or early access demo I’d tell you it had great potential.
It was launched 2 years ago.
The big hurt is that it’s meant to be played co-op by up-to 5 people filling the roles of the crew, and the stand-in AI is inferior, but it’s a lot more fundamental than that. Either the game is missing some critical layers of functionality needed to make FPS-style AI function or they were written horrifically wrong.
The AI falls off or thru pretty much anything and everything, if there is backtracking in the AIs planning, then its weighted on something stupid if at all.
Their state machine appears to lack logic for constraining the lifetime of a decision – so AI will run off the edge of a staircase and fall to its death still trying to reach the x/y it had in mind, and not using its jetpack to right itself.
I was growing tired of the friendly AIs having no cutoff on how many times they’d repeat the same plan and as a result getting stuck running into a pole or stuck on top of one surface with no connection to the surface they want to reach; many of the teleport destinations on away missions have some kind of covering over them, and if the AI lands on that, there it will stay. Your only recourse is to dismiss the AI and add a new one, and set it up again.
Then I realized that the /enemy/ AI is just as terrible. I have a hunch that part of the reason this FPS-based game has no crouch or lean is because they could barely deal with the basic AI they already have. If I had to guess, I’d imagine these guys were rookies going boldly but cavalierly into new territory for themselves, but also blindly not taking the time to do watch GDC or videos or any of the other ways they could have learned the many convergent ways in which different past studios have made these problems simpler and more manageable.
Each of the roles feels incredibly vacuous and shallow, of a depth I’d expect only in early access or beta. No little gimmicks for them to mess with to game a play thru any flair that you might have expected to be added before release never mind 2 years since.
The AI doesn’t have voice lines, so the AI crew gives the gaming a haunted feeling.
Lastly instead of any kind of tutorial there’s literally a manual. Literally a giant PDF file in-game that explains what the buttons in the game do without really actually telling you anything about what the game is or your role in it.
I wouldn’t recommend this game to anyone but developers; it is a really nice, delightful framework for building a game, but balanced almost exactly by so many missed opportunities and so many what-not-tos.
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