Nauticrawl
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Über das Spiel
Ich habe keine Ahnung, wie man diesen Metallklumpen bewegt …
Wenn die verfolgenden Truppen oder die zerstörerische Atmosphäre dich nicht zuerst tötet, dann könnte der Nauticrawl – konstruiert, um nur von der obersten Elite gesteuert zu werden – das vielleicht übernehmen. Dieses Instrument, deine einzige Hoffnung auf Überleben, könnte auch dein Untergang sein.
Mit der richtigen Menge an Experimentieren könnte dein Fluchtplan vielleicht aufgehen. Zieh an Hebeln, leite Leistung um, hacke Geräte, entdecke Kommunikationen, versuche einfach alles.
Du hast die Gerüchte gehört. Du weißt, dass schon viele gestorben sind, bei dem, was du gerade tust. Aber sowie die Ecken der Geschichte zurückziehen und du deinen Weg um die Konsolen herum lernst, kommst du vielleicht von diesem elenden Felsen runter.
Nauticrawl entfaltet sich durch rundenbasierte Erkundung, während du herausfindest, wie alles zusammenpasst. Beginne jede Runde neu, aber bring mit, was du bis dorthin gelernt hast.
Durchdenke es. Mache Fehler und experimentiere.
Systemanforderungen
- CPU: 3.1 GHz - AMD FX 8350 / Intel Core i5 - 4460
- GFX: 2GB - Radeon R7 260 2GB / GTX 750 Ti 2GB
- RAM: 4 GB RAM
- Software: Windows 7
- HD: 200 MB verfügbarer Speicherplatz
- LANG: Deutsch, Englisch, Französisch, Italienisch, Spanisch
- CPU: 3.4 GHz - AMD FX 8350 / Intel Core i5 - 4460
- GFX: 4GB - Radeon R7 260 2GB / GTX 750 Ti 2GB
- RAM: 8 GB RAM
- Software: Windows 7
- HD: 200 MB verfügbarer Speicherplatz
- LANG: Deutsch, Englisch, Französisch, Italienisch, Spanisch
Steam Nutzer-Reviews
Nicht Empfohlen
82 Std. insgesamt
Verfasst: 26.07.20 14:10
Review zu Nauticrawl
Nauticrawl ist wohl der passendste Name für dieses Spiel. Es kriecht nur so vor sich hin.
Nauticrawl ist wieder einmal der beste Beweis dafür, dass Spiele Beides brauchen: Ein gutes Konzept und eine gute Umsetzung. Nauticrawl begeistert dabei nur im ersten Punkt.
Das eigentliche Gameplay könnte nämlich langweiliger nicht sein. So etwas könnte in VR vielleicht Spaß machen, aber mit der Maus lässt sich der wohl gewollte Spaßfaktor nicht erreichen. Ironischerweise fühlt sich das Spiel, was die Steuerung anbelangt auch an wie ein schlechter VR-Port.
Versteht mich nicht falsch. Die Atmosphäre, die das Spiel erschafft, ist nicht schlecht. Man hat mir gekonnt mit der Angst des unbekannten gespielt, weil Bedrohungen stets auf einem Monitor gezeigt werden und lediglich noch zu hören sind. So stellt man sich als Spieler eine Gefahr vielleicht noch grotesker vor, als sie letztendlich ist.
Nur was nützt diese Atmosphäre, wenn andere Spiele das erst gekonnter hinkriegen, betreffend einer beklemmenden Unterwasseratmosphäre? Das eigentliche Gameplay von Nauticrawl, wenn auch innovativ, macht keinen Spaß. Zumindest mir nicht. Und selbst wenn, ist es immer das Gleiche. Man sieht eine Gefahr, schmeißt die Tarnung an, versucht sich daran vorbei zu schleichen und wiederholt das Ganze bei der nächsten Gefahrensituation. Hin- und wieder wirft man seinen Haken aus, um Sachen zu untersuchen, aber das war´s. Spaß sieht anders aus.
Auch die Hintergrundwelt und Geschichte wirkt jetzt nicht so interessant, dass ich jetzt unbedingt mehr sehen muss.
Ich habe dem Spiel eine faire Chance gegeben. Das Spiel mir jedoch nicht. Schließlich wird nicht einmal die Steuerung erklärt und beim erstmaligen Starten ist man komplett orientierungslos. (Zwar passt das, weil der Protagonist ebenso kein Pilot ist und nur aus Not in eines dieser Nauticrawls gehüpft ist, dennoch, spielerisch betrachtet ist das nicht sehr einfühlsam.) Auch später reißt die Orientierungslosigkeit nicht ab, weil man kein fest vorgegebenes Ziel hat und lediglich durch enge Korridore manövriert, die in keinster Weise interessant gestaltet sind, bis auf gewisse Gefahren.
Nauticrawl scheint selbst irgendwie vergessen zu haben, dass es ein Spiel ist und das drückt nun mal auf meine Meinung zu diesem Spiel.
Kommen wir für die Schnellen unter uns einfach mal zur Pro-Contra-Liste:
Pro:
+ Interessantes Spielkonzept, wenn auch miserable Umsetzung
+ Gute Atmosphäre, auch wenn es das woanders, wie z.B. in Subnautica, schon besser umgesetzt gibt
Contra:
- Frustrierender Schwierigkeitsgrad, gepaart mit einer frustrierenden Steuerung
- Träges Gameplay, dass recht schnell öde wird
- Es wird nichts erklärt. Ein ausführliches Tutorial wäre wünschenswert gewesen. Wie gesagt, auch wenn man wohl den Effekt erzielen wollte, dass man genauso unerfahren ist, wie der Protagonist, gefällt mir das dennoch nicht
- Sollte der Nauticrawl beschädigt werden so flackern die Bildschirme und zeigen überlebenswichtige Infos nicht mehr einwandfrei an. Das nervt
Prontra:
+- Das Intro des Spiels (mit all den Firmenlogos) beim Start lässt sich nicht überspringen
Nauticrawl sah auch für mich vielversprechend aus, war dann letztendlich aber dann doch nichts für mich...
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11 Std. insgesamt
Verfasst: 16.09.19 16:37
Genau das ist Nauticrawl - kein Tutorial, keine Unterstützung, keine Hilfe. Hier gilt es, die Komponenten selber zu erkunden und immer und immer wieder von vorne anzufangen; nur eben jedesmal mit etwas mehr Wissen über das komische Fahrzeug und seine Komponenten.
Ja, es macht Spaß, aber nach dem fünften erfolglosen Versuch, das Gefährt zu bewegen, reicht es erstmal für heute... ;-)
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207 Std. insgesamt
Verfasst: 12.12.21 21:00
I agree with some reviews here that this is more of a fantastic proof of concept than a fully fleshed out game. And so I'm of two minds about recommending it. I definitely did have some delightful experiences - in particular, it initially took me 15+ minutes to first get the engine started and to begin moving without losing immediately. And the exploration part of the game, i.e. encountering new systems and having to make sense of them, was just fantastic.
However, once you *do* figure out the systems, the gameplay itself leaves something to be desired. There's little game here, which is in principle fine - if the game were longer, losing a run would be aggravating. But several things that *are* here aren't entirely thought out. The story is extremely sparse, and it opens some parentheses (e.g. meeting the sky merchant) which it doesn't always close. There's some annoying inventory management, because there's somehow both a weight limit *and* a number-of-items limit. The inventory interface makes it easy to accidentall discard items. Encrypted items and decrypters are basically useless, so one type of item is just a red herring. Finally, one of the enemy types (the Sentinel) cannot be scanned with the radar.
Also, there's the more fundamental problem: if a game punishes failure, this disincentivizes exploration and overly incentivizes caution. I finished the game without needing any walkthroughs, by playing *extremely* cautiously; but once I got sufficiently far, I did check the walkthrough to make sure I wouldn't lose tons of progress due to some stupid mistake.
Ultimately I found Nauticrawl a genuinely unique experience, but not a purely positive one. The concept, however, is just fantastic, and I hope it gets copied a lot.
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139 Std. insgesamt
Verfasst: 26.11.21 01:34
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231 Std. insgesamt
Verfasst: 14.07.21 22:23
It's pretty short, but for good reasons. Just as I was starting to get worried that I had the game all figured out, it ends. That, my friends, is good design. Nauticrawl doesn't overstay its welcome.
I want more games like this, and harder ones!
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Nicht Empfohlen
225 Std. insgesamt
Verfasst: 08.04.21 08:36
I guess if you're a casual gamer who likes to beat games in few hours then this game is for you. But if you're into pouring 20-50 hours into a game before beating it then just pass on this one.
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297 Std. insgesamt
Verfasst: 02.12.20 09:10
The problem, however, is that this part doesn't last for very long. It took me about 1 or 2 hours before I figured how to reliably survive while moving, and from that point onwards I never died again. Which is good, because after you figure the controls for the first time, the games turns into something very similar to a traditional roguelike, and the focus of the game changes from figuring out how to do stuff to how to reach your objective, and that's where you'll spend most of your playtime.
Sometimes the game will change the controls completely, but to something much simpler than the first interface. And I don't even know if you can die in those others parts, since is very easy to just read the terminal to see what each lever do.
I still recommend it, though. Aside from the short fun of learning the controls, it's a very decent traditional roguelike, and the story is very engaging.
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275 Std. insgesamt
Verfasst: 01.09.20 05:09
Quick info for people on the fence:
1. This game is turn based, but gives the illusion it's not.
2. The game is short.
3. If you figure the game out, it becomes 'piece of cake' easy and is almost impossible to fail.
4. Sound is the primary source of the 'atmospheric' tag.
5. There is a lot of reading.
Now then, I'll talk about what I liked about the game.
The start of the game felt almost like my first time playing Steel Battalion in a way. Flicking the switches in confusion and trying to figure it all out. Now Steel Battalion you have the whole controller in your hands, but with this it's all part of the ship itself. There's a buncha levers and knobs and buttons. I liked the 'manual' nature of the game quite a lot.
Some of the sounds the game had were nice and fitting. There was definitely weight to the movement and the likes.
I liked the story concept for sure. It was a good idea even if it's been done before.
And that's it! The negatives are a little longer...or rather, a lot longer.
Every ship comes with a manual. This one didn't for some reason. You hop into it and don't look for some indicator of how to run it? What kinda idiot does that? Fortunately once you figure out some of it, the game gives you some tips, but there is still a lot to learn. I wouldn't have complained about it, but generally speaking there's a reason not many puzzle games make just figuring out how to play the puzzle. And that's one of my biggest complaints.
The vast majority of the 'puzzle' elements to this game is just figuring out how to get it to work. There definitely are 'puzzles' in the traditional sense, but most of them are solved with one simple trick which I will now spoiler. [spoiler]you turn off all the monitors except the computer screen, then lower the fuel input down. After doing this, you will regenerate battery infinitely. But in order to see where you are going, you have to turn the monitor back on. So this leads to the annoying process of flicking the monitor on, checking, then turning it off and pressing W after it fills up all the way. WOW nothing has ever been so tedious and time consuming for no fuckin reason.[/spoiler] After I figured that out, the game became a cakewalk.
And that leads to another complaint, the game is too god damned easy. Like I cannot believe how easy it was. I was stunned when I beat the final enemy without it ever even reacting to me. Holy hell. I thought it would be a puzzle of some kind, but no.
Wow, just wow. I really cannot believe how weak the puzzle element is to this game.
And the atmosphere? Yeah it's pretty barebones. Sure some SFX fit, but the ambiance is very weak. VERY WEAK. The only time the game feels good at all is when you get attacked and if you follow my spoiler, that will never fukkin happen.
Which leads me to the misleading trailers. The one trailer gives you the vibe you're going to feel like you're panicked and trying to make split second decisions. It really doesn't give the impression the game is turn based at all. I'm not even sure the store page TELLS you that. I came into this thinking I was going to be panicked or at least feel tense. I did not get that at any point.
And the story? I can't believe how little there is of it. I am thankful the game didn't have the same vauge and ambiguous story that a lot of indie games use as crutches, but I also didn't feel like the story held much merit. Again, it's a good idea, but all the info came way too quickly and there wasn't much else beyond that. There is virtually no world building so much so in fact that it feels almost like there's only 5% of a world here. [spoiler]hehehehehehe[/spoiler] World building is so god damned underrated.
Conclusion
This feels like a tech demo. Why would I pay 15 bucks for a tech demo? Why would you? It's a shame that it's so weak because there is a TON of potential here. Steel battalion is mega old by now and NOTHING has stepped up to the plate to replace it. Everything uses streamlined controls and it's really rare for a game to feel like a simulation AND be exciting/fun. Ages ago there were submarine simulators and THOSE games were way better than this in spite of the fact they lacked the certain 'mysterious' feel this game does. Mystery is great and this game had a decent mystery, but it was too short, too easy and just not enough overall to merit it's asking price.
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471 Std. insgesamt
Verfasst: 23.07.20 05:22
My main problem with this game is that it really ought not to have been turn-based since, once you realise that fact (which happens pretty early on anyway, so I'm not really spoiling anything), the unique sense of mild panic games in this nameless genre bring about is simply gone for the rest of the playthrough.
As I understand it, this decision was made as a result of playtesters facing unreasonable difficulty which does make perfect sense, but I feel that the game being turn-based has also limited the gameplay, brought about a total lack of challenge to the game once you make certain discoveries about recharging the battery, and, because of this, made the game much less of a rogue-like as intended.
Undoubtedly balancing a game is no easy feat, but I sincerely hope that any future games like this from the developer (which I similarly hope to exist!) will make a compromise between turn-based and real-time which makes its such that you can't sit around cloaked indefinitely or count on the knowledge that enemies can only attack you when you move, but also won't have to rush the game for fear of dying to an unreasonable, practically uncontrollable resource drain.
In any case, this is a great game. Wholly unique. Definitely worth purchasing if the gameplay you can see on the store page appeals.
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483 Std. insgesamt
Verfasst: 14.07.20 01:57
It is very interesting to learn how to deal with the different systems of the vehicle by experimentation.
It's a short adventure, you can finish it in approximately 4 hours, but once you learn how the game works, find out how to harvest infinite resources, want to equip your vehicle to the maximum and explore all the islands, the time can increase a bit.
Recommended!
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364 Std. insgesamt
Verfasst: 04.06.20 02:32
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178 Std. insgesamt
Verfasst: 10.05.20 17:17
Jonathan Blow (Creator of BRAID and THE WITNESS) played this live on a twitch stream and ragequit after solving like, one puzzle. So if you want to be proven smarter than Jonathan Blow (Creator of BRAID and THE WITNESS) play this game and solve at least two puzzles.
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208 Std. insgesamt
Verfasst: 05.04.20 23:20
+fun to figure out how to interact with the game world and begin to make progress
-very short once you understand what to do
-very easy once you figure out how to keep a certain subsystem going without draining battery
-beat the game in my first sitting on my 3rd or 4th attempt, spent only 3 hours with it in total
Despite listing more cons than pros above, figuring out the vehicle and the game world was worth the $10 I paid. Recommended for people who like tinkering, trial-and-error, and immersive experiences that rely more on narrative and fun gameplay mechanics than flashy action and graphics. Very much enjoyed my brief time with it.
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522 Std. insgesamt
Verfasst: 14.03.20 09:22
Remind me of similar games like objects in space and for you oldies out there, Terror of the Deep on the C64.
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353 Std. insgesamt
Verfasst: 16.02.20 20:14
A few designers in the past few years have created games like this, most notable in my mind being Objects in Space, which came closest to what I was looking for, at least until I played Nauticrawl. The game gives you just enough information to let you know if you're on the right path without completely holding your hand. The atmosphere and ambiance is subtle but very effective, and the world you're in is mysterious and unique.
My only complaint is that the experience was over just as it felt like it was opening up to something much bigger. The developer has mentioned possibly adding more to the game if it sells well, but this is a very niche genre of adventure game, so I can only hope that it's doing well enough for the developer to continue working on it. That isn't to say you aren't getting a full game here, but be aware that there is not a lot of replay value here when you're done. What I got out of it was an excellent 5 hours of puzzle solving and mystery unraveling that had such a good impression I was left wanting more in both gameplay and lore by the time I was done with it. I hope we see more of this game, or at least more like this from the developer in the future, because they nailed what they were going for.
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236 Std. insgesamt
Verfasst: 17.12.19 00:14
It's a beautiful reminder that so much can be accomplished with so little. I hope that the developer realizes that there is a future in this game and other games like it. You already have my money for those if they ever happen.
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185 Std. insgesamt
Verfasst: 09.12.19 20:21
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244 Std. insgesamt
Verfasst: 08.12.19 11:48
This game presents many challenges to the player, some of the main points are:
(1 Puzzle solving. It took me a couple of tries to figure out how to work the main part of the game: using the nauticrawl. The whole puzzle solving aspect of that part of the game actually was fantastic, i love trying to figure out how things work and making this thing work in the end was a blast.
(2 Resource management. In this game you have to juggle resources sometimes. Between using fuel efficiently, using batteries to (sometimes) save your life, and trading to get those parts that will make your time easier in the game.
(3 Plundering. This game presents a challenge to get around the map and scavenge what you can find from broken down nauticrawls. Trying to scavenge while there are nauticrawls prowling around as well as turrets breathing down my neck honestly made me a bit nervous as i was juggling power and batteries sometimes to plunder the broken-down nauticrawls in order to get even more fuel or batteries to explore more of the map.[spoiler]Deeper in the game you get a weapon to use against turrets nauticrawls and other living things in the game, it honestly makes you feel unstoppable if you know what you are doing and it made me feel like a pirate as i was destroying sentinels and plundering them for all their loot.[/spoiler]
This game was honestly a blast to play and i would highly recommend this game to anyone. During a sale this game would be even more of a steal with its 15 dollar price tag. This game has some replayability as there are more than 4 islands to explore. I only really explored 1 and found the endgame map which was a bit lucky as the map exploration took me a bit. If it seems like i am in love with this game i am, and i think you will be too when you leave the first level. Anyways if you got this far in my review thanks for reading and i hope i have swayed your opinion for better or worse i don't really know lol. Anyways thanks again for reading. Cya!
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360 Std. insgesamt
Verfasst: 16.10.19 02:05
This game is for anyone who is a fan of the absolute immersion found in Myst or something like Steel Battalion with it's controller.
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501 Std. insgesamt
Verfasst: 15.10.19 20:43
I enjoyed my two hours so far, and I definetly can't wait to see my friends struggle while I sit laughing next to them.
Overall very enjoyable, I definetly recommend it.
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1283 Std. insgesamt
Verfasst: 28.09.19 15:52
Imagine a world so dangerous that just being outside will kill you almost instantly, yet the elite still have all they want or need. But you, and some others want escape so badly, you’ll risk anything.
You find yourself seated at the totally unknown controls of an unfamiliar crawler-type craft. And the tasks to accomplish your escape? Entirely a mystery, just like the craft itself. So you start pushing buttons and grabbing levers…..and you die. Repeatedly. But just maybe, with a great deal of luck and some amount of logic, (and the rare contact from outside) you eventually manage to start the most critical equipment for an unknown destination with only the vaguest purpose. Beyond, of course, avoiding running out of power while surrounded by death. And causing the cover to lift on the last button you will ever push….. At which point your replacement takes your place in the next such craft, perhaps with a little more information (but likely not. And what I've just described all happens within the first minute of Nauticrawl.)
Nauticrawl is most assuredly NOT my typical type of game. I don’t like failure and dying repeatedly, even in a game. But I do like mystery and logic and making progress slowly but surely. And this game is brilliant at that. How the developers managed to walk that razor line between keeping a gamer's interest, and failure happening just one time too many is remarkable. But learning based on failure has definite rewards, and Nauticrawl offers them in abundance. And even once you learn how to operate the craft, you still have to figure how to maximize its abilities for the very challenging objectives ahead.
And what Nauticrawl also offers in abundance is mood. Playing in a dark room, knowing one missed critical warning might undo hours of effort makes for some very good gaming. How good? The first time I heard fuel leaking after receiving damage, I got up to see if a water bottle had gotten knocked over by my pup (and co-pilot), Chiquita. And in another game a beeping continued for an extended time, even after I exited. My surge protector was alarming, and it never occurred to me it wasn’t part of the game.
I don’t want to ruin anything, but as soon as you think you have it all figured out (but are wondering about those still unused levers and buttons), suddenly you’ll find yourself in some aspect of the game that seems about as unconnected to the game you’ve been playing as possible. And then you have to start learning all over again…..
Nauticrawl isn’t a cheap game, and if some players actually finished in two hours (which I tend to question, but not doubt) it may seem unjustifiably expensive. But this gamer wanted to experience as much mood and excitement as I could get, and I spent 21 exciting hours doing so. (Yet there was still plenty that I failed to complete.) I suspect many gamers won’t enjoy a game that can move at such a glacial pace (as feels very realistic considering the level of caution required by so many interconnected mysteries and unknowns.) But it isn’t all slow, and for those enjoying such games, this is about as good (and as intense) as I can imagine.
Thank you for reading.
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159 Std. insgesamt
Verfasst: 17.09.19 03:08
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131 Std. insgesamt
Verfasst: 17.09.19 00:34
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Release:16.09.2019
Genre:
Simulation
Entwickler:
Andrea Interguglielmi
Vertrieb:
Armor Games Studios
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel