About four hours or so into this now, and it's a decent enough RPG. I do like the world, the atmosphere and the visuals. I like that skills are back alongside perks and attributes.
But, there's something a bit, I dunno, lightweight about it all. Like it has nice world- and lore-building, some humorous moments, some not-so-subtle satire, but with a paint-by-numbers RPG around them.
The combat's not exactly in-depth or tactical, but then of course combat is often a bit weak in FP-RPGs. The perk system feels a bit empty, too, which is a bit more disappointing. I can't see any perk changing how the game plays or opening up new possiblities for taking on elements of the gameplay. It looks like it's going to be a bit samey. Perhaps it will throw me a curveball at some point, but I don't see it in the systems as they're described (a bit more damage here, and bit more health there, additional carry weight, some reduced cooldowns). The quests, as others have pointed out, hardly break the mould for this genre, either.
Plus, what's possibly irking me the most is that it's felt too easy to get to a point where I have a character who can do everything I need to to open up every possible path. It's all very well having multiple approaches open to the player. I love being able to build different characters and have to find routes through games that fit. But when an early game character (level five) can pick every lock, hack every terminal, pass every speech check and still one-shot enemies (on hard) with early-game guns it feels like my character and build choices are not going to matter very much. All those other options are now just things to milk for xp rather than reflecting a choice of approach.
I'm sticking with it, but I'm hoping it surprises me some time soon.
does anyone find their keybinds keep reverting back to the default keys in the menu even though the game still plays fine with your rebound keys?
Yes. I wondered what was up with that, too.