These pictures highlight my ineptitude. |
Time Played: 16.5 Hours
I became a fan of Klei Entertainment when I played Mark of the Ninja in 2012. Unfortunately, Don't Starve didn't alleviate my hunger, and Invisible, Inc. couldn't hide its faults. But I still want to breathe the atmosphere of a great game, so I bought Oxygen Not Included.
Oxygen Not Included looked like a mashup between Don't Starve and Dwarf Fortress. A survival game requiring the players to build a base, but filled with living characters complete with personalities. After 16.5 hours my exploration concludes ONI contains an abundance of the former and very little of the latter.
The player chooses from a list of
randomly generated asteroids for their base. By error, which
highlights the personality of the game and the ineptitude of the
characters, the base is at the core of the asteroid, instead of on
its surface. This is the aesthetic of Oxygen Not
Included; the people are idiotically incompetent. This theme
contrasts sharply, and I would argue, belies the absurd level of
skill required to play this game.
One, the menu offers nine possible asteroids. And each of those asteroids can be played numerous times since they are templates for randomly generated areas. The breadth of possibilities would imply the ability to play a few, if not all. Second, the characterization. The Duplicates of Oxygen Not Included retain a similar feel to Don't Starve. Not creepy in a horror way, but creepy in a goofy, idiotic, and bumbling manner. This evidence indicates a silly tone, and a correspondingly personality driven game, with a not too difficult mechanical system.
Even the video tutorials agree. These short, humorous videos illustrate the absurdity of the Duplicates; their inability to grasp the nature of their surroundings. The quirky videos entertain and inform the player. But for some reason (maybe I turned them off?), they are too few in number. Also, they explain the basics, but don't provide for any intermediate problem solving, or truly integrated complex operations. In short, Oxygen Not Included fails to teach new players.
The player begins with three
Duplicates, Set them to work immediately, digging, collecting
resources, and building a basic habitat. Build a living space that
expands to sustain an ever increasing population. Keep exploring for
new resources and threats. The Duplicates aren't too agile. The
game is displayed as a grid. Duplicates can jump over one empty
space, climb up two spaces, but they don't crawl and need a hallway
at least two spaces high to walk through. They don't sink, but walk
along the bottom of any flooded areas.
Liquids are not as common, but their management is nearly as important, especially water. The crucial, and exhausting, work is to keep water clean. Pollution causes sickness. Water is also used to move heat, dissipating it. Other liquids, like wastewater, need to be controlled, filtered, and reused.
The building blocks of all construction is the terrain. Duplicates dig the ground, turning it into its composite material. This can be used to build everything from beds, to bathrooms to space suits. Each construction requires the correct materials. Like air, hovering over terrain reveals its composition.
These physical elements of Oxygen Not Included are beautiful in their rendering. Like the characters they are cute, goofy, and colorful. The elements are also clear and practical for game play. Oxygen Not Included excels at visual effects..
An expansive base needs to organize the
resources of the environment while regulating a livable space for the
Duplicates. This requires the use of three systems; electrical, gas
vents, and liquid pipes. Tutorials point out the basic elements, but
these videos don't explain enough. Every system, in itself, isn't
too difficult, but combining all three creates exponential
complications. Imagine the management of electricity to supply the
pumping of vents and pipes, while the production of electricity
pollutes the air with carbon dioxide, or the continuous need to feed
resources into the machine, or the generation of heat which threatens
lives and the machines themselves, or the overloading of wires with
too much energy traveling along them. All these problems are
difficult, but become laborious when combined with each other. The
complexity explodes as the player's base expands. It isn't that I
dislike the systems, but that I had a fundamentally different idea of
what Oxygen Not Included was when I started.
On the other hand, it is surprisingly difficult to lose. Oxygen Not Included doesn't inflict random catastrophes on the player. It's too difficult to sabotage one's own base. There is no fire (though objects can become super hot), so hydrogen gas doesn't explode. As long as the Printing Pod exists, it will continue to create new Duplicates (and I'm not sure it can be destroyed). The Duplicates succumb to bad gases, extreme temperatures, a lack of food or water, and illness, but they are remarkably resistant. Halting the production of oxygen would kill them, but wouldn't end the game.
In Conclusion, Oxygen Not Included is a beautiful looking game that hides the difficulty of its mechanics. It doesn't have the personality it appears to have. While ingenious in its technical aspect, I found it disappointingly tough to play. Completing a single asteroid would take dozens of hours as I figured out each of dozens of problems, trying to connect all the systems and marshal the necessary resources. I don't want to spend twenty or thirty hours to learn the game. Then I'd have to start a new asteroid from scratch with everything I'd learned.
Yet, writing this review, I think this is what the developer intended. Each problem is a learning process. Learning is the game-play. And I can see the appeal. I nearly want to play Oxygen Not Included again, but then I think about managing the electrical grid, the process of melting metals and making them into products, and the endless exercise in food production. I'm as exhausted as those Duplicates I forced to produce energy by riding Manual Generators (bike/hamster wheel).
Human Resource Machine proved I didn't have the skills to be a computer programmer (or at least that I needed significant training). Oxygen Not Included shows why I shouldn't be an engineer.
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