I have long held the position that I would finally commit to playing Project Gorgon when it reached a certain point of stability and development — namely, early access. Normally I’m not incredibly enthusiastic about early access, but Gorgon is different in that it’s been letting us play the alpha for years now and allowing us to retain our characters. Even now through launch will be character — but not item — persistence. So it’s as good of a time as any to start.
One thing I noticed from my previous brief excursions in the game is Project Gorgon’s new user interface. It’s sharp, my friends, and a lot better looking than the old functional but extremely crude-looking setup. I appreciated how easily I could resize the UI, resize windows, and reposition everything. It’s slick and money well spent.
While merging my new Steam account with my old Gorgon account allowed me to continue with one of the two previous characters I made (including one that had been stuck as a cow for a couple of years now), in the spirit of the moment I decided that it would be best to delete everything and start fresh. Alas, the faeries still aren’t in the game, and as soon as they are I know I’ll be rolling one. Until then, I’ll be boring human trotting around on the tutorial island.
As I previously — as in, 2016 — spent a lot of time on the tutorial island creating a guide for it, this early part of the game came back to me quite quickly. There wasn’t any linear path to follow but rather a series of self-ascribed quests, mostly to get all of the skills that I could unlock here. Anatomy, psychology, mycology, unarmed, bow, teleportation, and so on.
I wasn’t in a great rush. It was certainly nice to be back, and I didn’t have to wait long before I was invited into a welcoming guild.
While the new user interface was a wonderful addition since my last stint in the game, Project Gorgon still suffers from a couple of issues I hoped would have been fixed. No, not the graphics — I’m OK with the graphics. My two primary issues are the floaty jumping and the loose, disconnected combat. Both don’t feel as snappy and responsive as they should, with the former not seeming to operate in any gravity well that I’m familiar with and the latter featuring little bits of lag from input commands so that combat felt disassociated from my actions.
Another big change — BIG one, this time — was the newbie island dungeon. Previously there was a dungeon, but it was pretty small. Now we have this three-floor monstrosity of a public dungeon which was actually pretty fun to explore. There’s a lot of lore and little story bits here, and if Gorgon has taught me nothing else, it’s that you really do have to slow down and soak in this game’s details. Plus there are rats to tame (I love my rat pets!) and brain bugs for some reason and a dead tree that makes it snow.
The bottom floor is a somewhat frustrating maze that isn’t helped by the minimap. There is a treasure room in the back for those who persevere and light all of the torches, so it’s worth doing. Plus, I found out that there’s a sort of click-to-move auto-pathing system in PG, so if I was getting turned around and couldn’t figure out how to get on the other side of a gate, I would right-click the ground outside of it and my character would figure out the optimal path to get there.
Project Gorgon: Being snarky for a half-decade now.
Probably the most surprising part of this dungeon was that it connected to a HUGE spider cave. I definitely don’t remember this, and I was assuming that this cave was just a small little place to explore. Nope, it’s extensive and these spiders don’t mess around. I got killed a half-dozen times trying to map out this place, and at the end I found out that the exit actually dumps you into the game’s first main zone. So I guess there are two ways to get off the island now?
But I didn’t WANT to get off, because I had unfinished business. So I had to backtrack through the spider cave, figure out how to open back up the door (hidden switch, thanks general chat!), and crawl back through the dungeon to the top. It took me far longer than I would have liked.
I love this game.
Anyway, I’m about done on the tutorial island and ready to make my way in the game proper. I’m going to avoid guides for a while and just explore and see where the game leads me. I’ll probably turn into some hideous animal. I’m crossing my finger for bat.