Impressions: Once Human

Once Human is an open-world survival crafting MMO whose Beta details I mostly received filtered through the amusing lens of Bhagpuss. Based on those posts, I wishlisted the game and promptly forgot all about it. Then Tuesday came along and now its officially released. I played for almost six hours straight on that first evening, and not because it was, as my 5-year old terms it, a “stay day.”

Nor, incidentally, because the game necessarily deserves it.

Character creation does deserve the praise, however.

Let’s start with the Pros, I guess. First, the game is free to play and not obnoxious about it. By that I mean I did not seem to get prompted to buy the Battle Pass every time I opened a menu, or had a red exclamation mark on my UI until I opened the shop, or the myriad of similar design disasters. Indeed, there is a Wish lottery mechanic (for cosmetics) somewhere in the game, but I was not actually able to find it. Maybe it unlocks later? I found a few vendors who require obscure currencies for vague items, but near as I can tell, none of them were extra bag slots, carrying capacity, or the like.

Second, Once Human does seem to support a rather robust survival crafting experience. You are encouraged to build a base immediately once out of the tutorial, and you can do so almost anywhere not already occupied by other players and/or the pre-existing set pieces. I also really appreciated the ability to go into “flight” mode when building, rather than having to awkwardly maneuver your character every which way. Collecting resources from trees/ore nodes is not too onerous at this early point, and you are overall encouraged to revisit points of interest to collect junk items that you then break down into smaller components to craft new items.

The lack of early-game pants has to be intentional, right?

Then it struck me: Once Human is basically Asian Fallout 76.

Viewed from that lens, the veneer started to peel. Is the base-building better than Fallout 76? Absolutely not. Crafting? No. Quests? Nope. Environmental storytelling? Nonexistent thus far. The feeling of collecting and hoarding resources? Not even close. Both are post-apocalyptic, both have cryptids, and Sanity is basically Radiation – both reduce your maximum HP until healed and, hilariously, grant you special abilities if you accumulate too much (Whim vs Mutation).

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I originally didn’t want to complain about the Once Human combat system in these early stages – tutorials going to tutorial – but it’s… trivial. Every creature died to 2-3 hits with a torch, and having access to guns makes it even more ridiculous. Presumably mobs will sponge more bullets later on, and there is a dodge-roll button, but the fact that Once Human will be releasing on mobile phones in two months does not inspire confidence. The boss (or mini-boss?) fights were more interesting, and seem to be where the devs spent most of their imagination capital. Not saying that Fallout 76’s combat system is groundbreaking or anything, but it nevertheless has a heft to it even early on that is definitely lacking in Once Human.

Again, it’s possible this is all a bit unfair this early in the experience. The map looks huge, they give you a motorcycle within the first few quests, the Deviation (pet-ish) mechanic seems akin to Pals from Palworld, which could be interesting. The notion of Seasonal world resets and ever-changing “scenarios” is fairly unique in the survival space, and could go a long way in keeping the experience fresh. Time will tell.

Challenge: Impossible

Time will also tell if I don’t just end up reinstalling Fallout 76 and playing that instead.

Posted on July 11, 2024, in Impressions and tagged , , , , . Bookmark the permalink. 4 Comments.

  1. I’ve always had a problem with the Fallout series that mostly comes down to setting the game in a recognizeable version of our own world following an exchange of nuclear missiles. That’s a potential scenario I’ve lived with all my life and I can’t say I see the appeal of it as light entertainment.

    Once Human feels much more obviously like genre SciFi to me. It’s clearly not our world and the technology is clearly not from our era. The nature of the cataclysm is also much more eldritch and strange than one country nuking another. For those reasons alone I’d be much more likley to play it than any of the Fallout titles, even if the gameplay in those was similar but superior.

    On the combat, and indeed the gameplay in general, they very definitely have made it a lot easier since the early betas. I did a long quest today that was marked for Level 12 when my character was half that. The mobs were Level 17 and I was Level 6 and I barely got a scratch. I like that level of advantage, personally, but I can definitely see why others might not.

    From the betas, I did think the game got a bit samey after a while but the Season thing, which I don’t fully understand yet, probably ought to fix that. The Eternaland home zone idea is weird, too. I’m curious to see how that pans out. Anyway, the game seems to be off to a good start. Going to be interesting to see how it develops.

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    • That’s an interesting hang-up on Fallout considering you seemed to enjoy Fallen Earth a lot. Granted, I’m not certain of the apocalypse mechanics of the latter; I sort of assume most apocalypses are of the active (nuke) variety.

      Either way, the “realism” is precisely why I enjoy Fallout so. The things that you do usually make sense, the motivations are easy to understand, the dilemmas are real, the stakes are high. Even in situations with fantastical elements (Ghouls, Deathclaws, Synths, etc), the stories are still grounded in human experiences. Conversely, it’s difficult to take anything in Once Human seriously. Not necessarily because of the sci-fi-ish setting, but the whole… vibe. Reading a note from a boy wishing his brother would come back with food since their parents died was supposed to be poignant, but I fought dude with a spotlight for a head to get there, and I was farming currency for another Wish pull for the gacha arcade game anyway.

      The gameplay has improved a bit over the last few days of playing though. Still a lot of jank, still a lot of nonsense when it comes to progression paths – I think I’m already overleveled for the 2nd zone and I just got here – but I see the hooks. The problem though is A) interacting with the free gacha pulls shows me how P2W/P2Skip the game seems to be, and B) the season thing makes it all feel kind of pointless. Am I intended to rush the story? Take my time? Just do whatever? No answer feels satisfying.

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  2. Hmm. Is OH a gacha game? That’s the first time I’ve hear the word used in connection with it and I can’t remember seeing any gacha mechanics at all.

    I’m guessing you’re talking about the Deviations you can collect? I never touched those at all in beta, where they barely seemed to get a mention. I never even used the Butterfly you get at the start. The ones you can collect like Pals in Palworld weren’t even in the betas I played and I’ve been thinking of them as a kind of fun, optional sidegame.

    There are a lot of very nice cosmetics in the cash shop so I thought that would be the main financial driver, along with the quasi-subscription every game offers. It very definitely doesn’t feel anything like any of the Gacha games I’ve played before but maybe I’m missing the whole point! The way I play, Gacha mechanics have very little impact on me anyway.

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    • “Gacha” may be uncharitable, but the Wish machine unlocks gun blueprints that are absolutely stronger than I have access to currently. No idea if it’s unlockable through regular play later.

      The Deviations are not within the Wish machine (that I know of), but they do have randomized stats and bonuses. Not sure the viability of farming then though, especially since the world resets.

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