drealmer7: I wish players would realize that most developers are actually probably trying to make the best design choices for their games that work best for their game and not specifically trying to emulate another game and be open to trying something outside of their comfort zone and not just write off an entire game because it has one element that they don't prefer/are biased against for some reason.
ncameron: I'd like to agree with you, but: counterpoints - procedural generation (another thing this game apparently has,) crafting, survival, etc. The prevalence of these suggest strongly that many devs will try to shoehorn in popular mechanics even if it doesn't necessarily fit the game.
It's interesting you say this because, the majority of the time games with crafting, survival elements, etc. turn me off/aren't something I participate in or look for in a game, BUT, there have been a few games here and there that have compelled me with their implementation to play the games or utilize the elements within the games, and it's actually seeming to me more and more that certain designers are figuring out more and more how to do things better (more meaningful in the need to eat or gather supplies, or more interesting and relevant to craft items and build things, or more rewarding and varied with the procedural generaation, or or or.)
Where at one point in my gaming life I would never spend any time crafting anything in any game or ever seek out any game that had me collecting supplies to build things or craft was NOT my cup of tea, BUT, there was this game, it was an MMO, that was in development some years ago now (4?), called DOMINUS, that had conceptualized and began to implement crafting into the MMO in such a way I was EXTREMELY EXCITED about it and for the first time ever was not only interested in, but looking forward to crafting in a game (and MMO, at that, which I almost strictly liked to play for the PvP elements.)
Their implementation was this (I want to talk about it because the game didn't get made and that makes me sad/mad/and wanting to share about it):
1 planet called DOMINUS, where a never-before-found ore/mineral was discovered that had qualities never found in a material before (more specifics were given at the time, I'll not try to remember or relay them here) and there were 3 different "factions" (alien races, actually, from different planets in the galaxy) that had set up settlements on the planet (your factions "home area" to start the game, non-enemy enterable area, essentially) dedicated to finding the ore deposits throughout the planet and controlling strategic bases at different spots throughout the planets (keep-taking, spots, essentially, but with a lot of great and well-developed elements and mechanics.) It was definitely an RvR (realm vs. realm, instead of Player vs. Player, because it's less about individual players and more about team-faction play) heavy and focused game, but with a HUGE HUGE HUGE library of crafting available, all tied in with the ore and other stuff you could discover/find/recover/harvest etc. on the planet.
It was a mature-looking game with serious tones and a lot of unique classes and races all with their own unique skill trees and builds and abilities to build.
Anyway, that game never happened, but ever since, I have been opened up to possibly liking mechanics in games that I might not think I might like the mechanics of generally in games that make the mechanic the main focus or over-bearing or whatever else conceptions I've had in the past about how certain elements/mechanics were in games.
SO, yeah, anyway, fast-forward to the likes of games like Terraria (which while it didn't keep me interested and playing SUPER long, had me crafting and enjoying in a game more than I ever had spent timeon before), and survival aspects in games like Pathologic, with mechanics that I generally stay far far away from, to The Sunless Sea (which implements the need to eat, stay fueled, and remain calm/keep the terror factor low with GREAT BALANCE, EASE, NON-BURDENSOME YET STILL MEANINGFUL AND REWARDING TO HAVE IN THE GAME EXCELLENCE!) and I am very much open to not just writing off a developer/designer for "throwing in things because they are being more and more well-received" and actually giving them the time of day/consideration they might warrant based on the few examples I just listed.
UnderRail also has extremely highly compelling, meaningful, rewarding, and extremely well-implemented crafting skills and elements that actually make me want to do multiple play-throughs just to see all there is to offer. Crafting abilities can open up dialogue options and other things, and crafting items are better than items you find almost always, BUT, the items you find are good and worthwhile too and you aren't gimped if you don't craft. It's great!
Continuing, the past couple months I received and put a LITTLE time into playing both The Long Dark and Project Zomboid from lovely and generous fellow GOGlogoers that I had (and still HAVE, since they are stilly in-development games and far from their finished products and are looking VERY promising and great so far) both with crafting and survival elements that I would generally have stayed away from but are coming out VERY well done.
I've stayed away and had almost 0 interest in all the zombie-apoc/survival/whatever elses games and movies and shows that have been coming out the past dozen or so years, but PZ (as I like to call it, because "Project Zomboid" was an initial turn-off for me as far as names go that I think sound promising or interesting) is FRIKKEN SWEET. I really hope the implementation of the RPG elements and NPCs really takes shape and brings the game into a whole other level of awesomeness, and am excited to see what happens with it. Regardless, the already existing atmosphere and gameplay and way they go about everything is very finely tuned and well thought out and elaborate/rewarding/reasonable/engaging/non-burdensome fun!
With The Long Dark, aside from no ability to jump, I'm finding another compelling "okay I want to explore, survive, craft" dynamic and setting that is done very well, and with the incoming implementation of story-mode, it is shaping up to seem like it is going to deliver a finely-tuned and rewarding experience containing elements I generally would stay away from.
Oooop, derail! Anyway!!! KIM looks to be a bit unique itself in certain aspects but still contains the various elements that we've seen/are talking about but with mechanics/implementations and balancings that lend to the game well and are done "just right" to be unique/different enough that it engages us (err, me) to be very excited about it's potential.
Again, it looks most similar to The Sunless Sea, but doing completely its own thing (combat obviously being entirely different.)
Antoni_Fox: Slumdog secret agent?
I usually find those bold starting phrases they use a bit lame or bad even, and try to disregard them as it seems it is GOG staff doings not anything done by the creators or whatever.
timppu: For what it's worth, "Kim" is a boy's name in Finland. So keep that in mind when you go like "ooh Kim Basinger blaa blaa blaa".
When I hear the name Kim, all I can think of is that one guy I fought in the primary school. I don't even recall what we fought over, probably something stupid.
My dad has a male cousin named Kim, or was it Lin? Shit, now I can't even remember. Don't think they're Finnish at all, either way, but I have no idea. Kim is also male name in other countries/cultures... errrrm...that was helpful, eh?