![]() ![]() Why can't I just shoot a box and take the loot? Why do I need some special robot lockpick to sort through a pile of scrap when it's right in front of me and my squad is a mile away wasting a valuable missile cooldown on a single trash mob with 4% health which I accidentally targeted because it blends in with the rest of the samey enemies and bland environments? Why? This… is Gravcycling? I eventually gave up on collecting these things entirely because it's just that tedious. If you want your squad to open containers full of valuable upgrade materials, you have to watch them slowly plod around and pry boxes open for minutes at a time. Now, this last gripe is a small complaint compared to all that, but it's a recurring one that drove me mad. If anything, corpse-running is the optimal approach. You can revive them infinitely and it only takes like 10 seconds, so frankly their deaths aren't much of a concern. In other words, your squad's abilities are as unreliable as they are unexciting, so frankly I didn't care much when my units idly walked into obvious trip mines for the umpteenth time. This is more than enough time for your AoE setup to turn into a wasted strike on a single enemy that has now split from the group. Your squad's abilities are as unreliable as they are unexcitingīecause your squad's behavior is all over the place, when you tell them to lob abilities at areas or enemies, there's often a small but critical delay between your command and the ability going off. And if you tell them to wait somewhere but you then move too far away - which is not very far at all, really - they'll automatically follow you. The command radius is pretty short, so you can only send your squad so far ahead. You can tell your squad to move to a specific area, attack one enemy until it dies, wait at a set location, follow you and act as they see fit, or interact with a specific object (usually to open a gate or disable a buzzkill weapons jammer). You also can't command your units individually they can only act as a group, meaning your low-health sniper and high-health tank will sidle up to enemies with exactly the same bravado. There are no meaningful defensive or proactive abilities, no buffs or debuffs, no ambush options, no traps, no diversions - just AoE attacks that deal damage, or set up for attacks that deal damage. ![]() But it's all I can do with the functionally identical tools at my disposal. It's purely reactive, and it doesn't take enemy or terrain differences into account. ![]() That's not what I would consider a strategy. Sadly, any goodwill I had for the characters was routinely snuffed out by their performance in combat, which is both maddeningly simple and bafflingly slow. You don't spend much time with them - and the time you do consists of walking around empty hub areas between missions - but their personalities come through thanks to strong voice acting. The bulk of the game is strangely understated thanks to an almost total lack of music - which I'm not convinced isn't a bug, and yes I checked my audio settings - but the cast does show signs of life. Romer is a likeable smartass, the rest of his Outlaw friends play off each other well, and their Natural leader Waggoner is a wise and endearingly spunky old man. Its story is delivered in brief cutscenes and short, often one-sided conversations that never really go anywhere, but Disintegration does at least have some fun characters. ![]()
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