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The easiest point of comparison for the just-released Space Wreck are the first two Fallout games, the isometric, click-to-move kind, from the late 1990s.
It's a game with a post-apocalyptic, used-future aesthetic, intentionally clunky graphics, a wicked sense of humor, turn-based combat, and room for lots of builds and strategies.
Your build and your strategies determine how you will go through it all: sneaking, computer hacking, crafting and mechanical trickery, melee fighting, shooting, charming, perceptive, or some combination.
The earlier Fallout games were famous for their low intelligence moments, when there were real consequences, or just funny dialogue, if you min-maxed your character into a dummy.
Given my own fresh shot at this, I crafted a real "Executive's Son Was a Former High School Football Star" dude, one with absolutely no personality, knowledge skills, and a likely misplaced sense of work ethic.
Early player reviews of the game have noted a few quest-blocking bugs but also a mind-boggling amount of reactivity to the world, the NPCs, and the quest design.
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