The Forever Sigh

A few months ago, I was very interested in The Forever Winter, the post-apocalyptic extraction shooter.

After reading this PC Gamer article though, my interest has dropped precipitously:

Then there’s the water situation. This is the most essential resource, and when my hub runs out completely the area is reset, costing all of the practical and cosmetic enhancements I’ve made, and my inventory will be gutted. Even before then, when it’s critically low, some services become unavailable. And this all happens in real-time. 

“One of the things that actually came up in our beta, that we’re keeping, is that the water level has real-time degradation,” says Gregg. “If you and I log off with 10 days left and you come back three days from now, you’ll have seven days left, even if you haven’t played. It’s a hardcore game, you can build up a large surplus, but that is actually part of our co-op: to make sure people help each other.” 

Good fucking luck, chief.

The great irony here is that I praised them before for basically being concept artists following through on their vision way outside the norm. Not many other devs would put spacesuit-wearing flame-thrower units using American flags as hoods into their games, nevermind the battle-tanks covered in corpses as camouflage. That’s cool! If you go grimdark, go all the way.

Having an expiration timer count down even when not playing though? That’s not “hardcore,” that’s just fucking stupid. I don’t even care how easy water is to get in-game, because that is irrelevant. What is the design attempting to accomplish? Because by default, what this tells players is that any break from the game may as well be permanent. Meanwhile, the people who are playing the game aren’t even affected by this “hardcore” feature. Ask the Icarus devs how that shit worked out for them.

I guess we’ll see how it plays out. The Forever War will be in Early Access at the end of September.

Posted on September 2, 2024, in Commentary and tagged , , , , . Bookmark the permalink. 3 Comments.

  1. Ngh. This one has just recently come into the attention of my MP friend group. I don’t know that it’s enough to completely put it off — but I do agree it makes it much more likely to be a one and done experience.

    Like

    • Yeah, it’s super sad because I otherwise like the vibe of the devs. Their Early Access announcement video, for example, practically hit me in the feels; I was that guy walking into CompUSA buying Command & Conquer, just like they talked about. Them recognizing the state of the industry, and specifically addressing it (e.g. always allowing local and P2P hosting), is refreshing.

      But, nOoOoOoo, this is a “hardcore” game with vital resources that deplete when you’re not even playing to enhance… what, again? The “co-op experience?” Maybe I’m missing something, but unless you can drop water off at your buddy’s hub instance while they’re offline, there isn’t much of a point.

      My prediction is that this “feature” gets dropped within two weeks of retail launch. My hope is that it gets dropped within Early Access.

      Liked by 1 person

  2. Just to keep things interesting, I’ll put five caps on the water feature being made optional in server settings, or worked into some kind of guild- or clan-centric system, where it might actually be interesting.

    But that emphasis on hardcore (with the PC Gamer demo apparently staged to end in failure on mere scav runs, not even full missions) together with that appeal to the good old days in the EA trailer… it flicks on a few other caution lights. For me, anyway. Few things I dislike more than the pretense that bad tuning and grievous inconvenience in the old games was great actually, building player character and creating some kind of unforgettable atmosphere.

    It still looks really cool, but yeah. Would be a shame if it went full Wildstar.

    Like