This autumn can be called the season of spectacular RPGs, coming out almost one after the other. So let’s see how did the Dark Crystal Games make it with Encased?
Under a Dome of Anomalies and Factions
Let me remind you that events unfold in the alternative 70s, and we play as a man (man, woman or “other” – there are three choices of gender identification), who is almost the only one who can cope with the destructive Vortex, a mega-anomaly raging over the Dome – this is such a local analog of the Zone from the “Roadside Picnic” by the Strugatsky brothers.
Representatives of all factions living under the Dome want to use the unique ability of our protagonist for their own purposes – here are the bureaucrats-statesmen from the New Committee, and democrats from an independent settlement, and organized bandits from Phalanx, and saints from the Temple, and even the crazy Cartilage savages. Therefore, from time to time, we need to make important decisions with whom to be friends, and with whom not very much – or defiantly declare that we do not care about politics, but ourselves or world peace.
In any case, the plot is quite exciting – we even voluntarily participate in dangerous experiments. Fortunately, the dialogues, descriptions, characters, and quests are well developed and written. In addition, when communicating with other characters, you can behave like the last bastard, like the lamb of God, or play out a neutral egoist. But it’s not the voice acting (it’s normal) that hurts the ear, but the fact that many characters, even after the sad events described in communication with them, cheerfully and almost joyfully say something like, “Hello, it was nice to meet you!”.
What About Humor?
In addition to the storyline, Encased is full of side missions, as well as random events and traditional amusements such as underground fights in the arena or underground cockroach/rat races. Many quests involve standard procedures – find, kill, bring, deal with those who rob caravans. But there are others. We participate in election campaigns – we post up candidates’ leaflets and solder their competitors, organize a roadside picnic (literally). There is an option to join the financial pyramid.
Encased, as befits any Fallout follower, has a lot of irony and humor. And even if not all the jokes turned out to be successful, every now and then, you smile. Plus, there are a lot of cross-cultural references – to anime, to other games, and even to game journalists.
Tell Me Who You Are with…
Among our companions, who are gradually joining the Savior of the Dome, there are also interesting personalities. For example, there is a stern but fair bull who breaks enemies with his bare hands. At the first meeting, they want to beat him up in a crowd, and we can join it or help a comrade. Then we will meet a young man named Sparrow, who, in his fanatical desire to fight evil, sometimes only makes it worse.
There are enough difficult moral situations in Encased. As well as solutions for many quests. When bandits attack the gas station where the aforementioned one-legged grandfather works, we are free to engage with them, try to persuade them, find and give them a can of fuel or even join them – and this is not all the way. Our decisions affect the reputation with different factions, as well as the relationship with partners, which can fall to the point of contempt or, conversely, rise to mutual respect.
From time to time, you can communicate with them and, if there is enough trust, discuss more personal topics, ask about other allies.
According to the Classics
Moreover, the authors have worked very well for the role-playing system in the correct Fallout traditions. It provides non-linearity and variability in character leveling, role-playing, and choosing options for solving quests. Everything revolves around characteristics and abilities, which are divided into combat and applied. The first ones are related to the skills of using weapons – there is even a psionic and high-tech one, which allows you to shoot from blasters. The second are classics like medicine, survival, influence (helps in dialogues), science, technology, and so on.
As the abilities are pumped, active and passive skills are unlocked.
Do you want to avoid an unpleasant accidental meeting on the map? Need pumped crime or survival. Have you asked to fix something or figure something out? You can’t do it without knowledge of technology or science. It takes advanced mindfulness to notice something important about a character’s behavior or interactions with him and realize that he’s lying. And if an elevator falls on you in the mine, then with a low level of agility, you will die.
Finally, I was pleased with the classic Fallout system of perks – sometimes very ironic. For example, a “Neanderthal” gets bonuses for melee damage but will run bare-handed because he simply cannot wear pants and jackets. There are almost two dozen such perks in total, and sometimes they have a fascinating effect on the gameplay and passing style.
Yes, the authors still have something to work on, what to fix and optimize. But it’s already clear – Encased: A Sci-Fi Post-Apocalyptic RPG is a success. Yes, it falls short of Fallout – it lacks depth, thoughtfulness, and genius. But you can and should play if you love post-apocalypse.