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Ranting about REPO

So for the past couple weeks, REPO has been the game for me and my friends to play non-stop. I was the most excited to try it at first, but my first impressions almost made me abandon it. I'm glad I gave it a second try, because REPO's "fun curve" was a little more gradual than I expected it would be, and I'm still loving this game after 30 hours spent!

So I want to talk about it. What makes REPO special, what makes it a legit fun game and not just a fun gimmick as Content Warning was. (No offense intended.) Then I want to talk about where REPO diverges from the design choices I would have made. And finally, I want to talk about REPO's main weaknesses and problems and where it has the most potential for growth.

Why is this game still so fun?

If I had to name the single best thing about REPO on the surface, maybe it is the large items which need to be carried by multiple players, as if you're all in a moving simulator. Sometimes this is hilarious on its own, but it's elevated by the fact that it's a horror game. It is an objective which requires you to strategize with your team and engrosses you in the careful precision of the task. And when something walks through the door, it's like a crazed criminal busting into an operation room where a surgery is ongoing.

With the multiple extraction points spread out across the map, each of which are too small to fit everything, and the limited arsenal of items, there is enough strategic depth to this that each level feels like its own story. The pacing feels just right to build suspense and let the game breathe (at least for the first five or so levels.) There's also just a lot of variety to the 3 area types.

The second best thing about this game is the ability you have to fight back. For us, this side of REPO extended its lifespan by double of what it probably would have been. Stamina and weapons are limited, enemies are punishing, and most of all, the physics are random and unwieldy. But the developers recognized this, so how did they make it work?

There are two types of weapons in REPO: stuns and damage. Stuns are super important, because they give you a serious chance to wail on an enemy. Combat becomes about setting up a trap for a menace, which you then follow up with a beat-down.

At its best, the game properly feels like a coiled up spring of potential chaos, which then unleashes all at once in victory or comedy. I love making a big monster fall on its face, then gathering together and picking it up like a piece of furniture to slam it up and down or drop it down a pit, before it wakes up. The shift in power is very dramatic, and it's about making the most of the moment. It feels like you actually have to improvise a semblance of a plan together if you want to make it work, and that's great. It feels like a natural extension of the game's main objective and mechanics.

Lastly, I want to mention how hysterical the enemy designs are. I mean, some of them are just beautiful to behold. My favorite is Mr. Thunder Thighs--if you know, you know.

What does REPO do that I wouldn't have done?

Problems

I want to mention some things that are just clearly problems that need to be fixed, in my opinion.

Where can REPO improve?

This game has room to grow in every aspect, and I'm really excited. This is dreaming, but what if, instead of a pretty loading screen, you could actually drive the truck as a physics-based car and take it between areas? You could choose between different shops and maybe other types of areas.

What about bosses?

My more reasonable dream is that I would love to be able to take furniture back into the truck to keep. Speaking of that...

I'm accepting the fact that Welcome To The Dark Place is taxing to work on for long amounts of time, and I need time to stew over my ideas. Perhaps playing REPO has also inspired me to switch back to Lethal. So I've begun work on V70. I wrote up a document outlining my basic vision for Lethal Company leading to early access, and my energy level is suddenly very high. Again, I don't know if that's seasonal or if it's because I switched projects.

It will be a little while though.

Comments

Genuinely curious, by Mr. Thunder thighs, do you mean the Clown or the Bowtie, because Both have great designs and can be described as such. This has kept me up at night zeekers!

fat motherfrickin toad

Just wanted to let you know Lethal has inspired me in more ways than you know and it has become one of my favorite games of all time... thank you so much

Ben

Out of curiosity when you play games like this and see how certain things are done does it make you want to change features in lethal company?

Capt2000_price .

I picked up repo about a week after it's launch, just as it began to get popular and I must say that I agree with most of what you've said. One thing I did notice though is that the shotgun guy's aiming becomes pretty much useless if there's some immovable object between his target and himself, things like the kitchen counters you can find at Headman Manor or the cauldrons at the wizard castle. You don't need to be fully obscured, either, even just a partial cover outright blocks shots about 80% of the time, at which point I usually mock the guy for crappy aiming, and then he locks in and snipes me out of spite. The other 20%, though? Like you said the guy can aim from miles away and nail a shot out of nowhere, which has its funny moments but gets frustrating pretty quickly. I think a significant damage dropoff after a bit of range would help, but I'm no game designer. I'm excited to hear you've started on V70, and just as excited for what you'll come up with! No pressure, though. As you said take all the time you need, I trust ya to do a good job!

ArKane


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