Stealth is said to be an option, but I found it to be mostly a waste. I don't think these are the errors that the title was referring to. I don’t think these are the errors that the title was referring to. On at least two occasions this broke even further, flashing me suddenly into parts of the map and with enemies I would later learn I'm not supposed to see until many hours later. It doesn’t help that many of these halls look just similar enough that you can get turned around with ease, and the maps (which you can only access at static positions on any given floor) are often unhelpful and, in some cases, incomplete. It’s also a bit buggy: on many occasions, I’d respawn but an event that's happened to the station – like a full power outage triggered by entering a specific room several halls away – didn’t reset, meaning now not only did I have retrace all my steps and re-kill all these bad guys, but I’d have to do it in the dark. This can make backtracking to stock up on alien-killing sundries a real chore, because they’re all back in full force. It feels bad to lose progress to an immensely cheap surprise.Įvery time you respawn, everything else respawns too, including health and ammo pickups – and any monsters on that floor that you’ve previously dispatched. That turns what could be a potentially 15-minute span of debris-clearing and face-beating into upwards of an hour depending on your resources and how well you can react to the next surprise. And that would be fine, except that it feels bad to lose any and all progress to an immensely cheap surprise like a completely invisible enemy sucking the air right out of your lungs from a corner in the room. Outside of important events and cutscenes (determining what “important” means here is a crapshoot, as some events like boss introductions don’t make the cut) you can only save by visiting specific rooms and using a special machine, a la Resident Evil 2 or Alien Isolation. But the most frightening occurrence I had was navigating tricky stretches of play between the unmerciful checkpoint placement. It’s definitely weird and sometimes unsettling to wander the halls and listen to the very bad things happening somewhere in the distance, or watching cutscenes that linger on an uncomfortable “are they possessed or nah?” smile or gaze for a little too long. I wouldn’t call anything about Quantum Error scary, per se. On hard difficulty, I didn’t find many creatures that were too tough to deal with, and I’d figure that has something to do with all the bad decision making they do with their higher damage and health. My 18-hour journey took me well beyond the halls of this facility, but be it on the surface of Neptune or deep underground in a Martian mine, the bulk of the resistance came from the same repetitive handful of enemy types. Contrast that with the monsters, who come in various shapes and sizes but all basically just run at you, soaking up bullets like the world’s juiciest sponge. They can be evasive, especially if you catch one off guard, but they won’t put obstacles between them and your bullets for very long. Ironically, the living human enemies – mostly gunmen from the evil mercenary group, Medusa – are often more mindless than the reanimated corpses, walking in broken patrol loops or literally letting you walk right by them without much resistance. Traveling between the fire-branded, blood-soaked halls of the Monad facility is already pretty complicated though because it's crawling with ravenous zombies and flesh-twisted monstrosities. Surprisingly, it's the firefighting segments that have the most potential here. All told, there's desperately little meat on this bone, and the disjointed little nibbles you get during the main campaign didn’t challenge me outside of making entering some rooms more complicated. Some other life-saving activities include using CPR to revive victims, complete with blowing into the DualSense mic to give the patient air, and escorting panicking people to safety, but these are more annoying than interesting. Beyond that, however, the ideas flame out. There’s almost a job simulator sort of Zen to successfully venting rooms that contain active fires so that cutting through its door doesn't get you fried by a backdraft, or chasing a gas leak fire to its source and clamping a pipe with the jaws of life to shut it down.
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