I know I made it sound like a giant pain (which it certainly can be), but it’s also very satisfying to properly utilize your resources to do cool things like fight a hulking monster simply by teleporting behind it and harvesting its cells once you have enough dark matter to afford the cost of doing so. Overall, I enjoy playing The Persistence, but the pacing issues will likely ruin it for some. Pouring stem cells into permanent upgrades is imperative for surviving these enemy encounters. It makes the game much more frustrating and time-consuming than it needs to be. Plenty of The Persistence ‘s mechanics defy logic in this manner solely to artificially increase the difficulty. She can’t pick up a few to keep on her person just because it arbitrarily makes the game more difficult. To add insult to injury, while Zimri can carry every single weapon and experimental item at the same time, she can only use medkits as she finds them. If you run out of a dark matter and a monster’s close on your tail, you’re probably just going to die. You’re supposed to teleport to move quickly, sure, but it makes no sense for a human being to be unable to run when being chased by monsters. Regardless of which body Zimri’s in, she can’t run. And matters are complicated by how arbitrary and cheap many of the game’s systems are. You need to spend hours scrounging for fab credits and harvesting stem cells to get your health up to respectable levels. You can also improve the clone body’s default equipment, such as the harvester and their suit.īut The Persistence lives up to its name at this point. Or you can find them in supply crates with associated challenges. These two abilities can be improved by finding and implementing schematics that enemies drop. Dark matter is used for both sensing the enemies around you for a couple of seconds and for teleporting. The permanent character upgrades increase her health, melee damage, sneaking capabilities, and how much dark matter energy she has. Zimri has a lot of tools at her disposal in regards to dealing with The Persistence ‘s rampant foes. Both are found scattered throughout the environment, but killing enemies will often have them drop credits while using your harvester to take their stem cells from behind them is the main way to get those. Fab credits are used to create temporary and permanent equipment, while stem cells are used to print new clone bodies and for permanent character upgrades. There are two resources in the game: fabrication credits and stem cells. Once you complete an objective, you then need to find the teleporter to the next deck. You just go to the appropriate section, sneak your way past enemies, and get the thing going again. For instance, the first objective is to restart the ship’s stardrive. Each of the objectives is highlighted with a green marker on your map and you simply need to get there and survive whatever hellishness the game throws at you. Every time you enter a deck via teleporter, its layout is procedurally generated. The Persistence is broken up into five objectives, with four of these each taking place on one of the four main decks. There isn’t currently motion controller support, however. The game can either be played in first-person on your monitor or with VR headsets, as it was originally released via PlayStation VR. The dialogue is well-written and the voice acting is strong, so these bits of conversation add a lot of personality and context to the game. Most of the narrative elements are just from Zimri and Serena talking to one another. There are brief ones at the beginning and end, plus there are three slightly different endings that you can go back and get if you’d like. There aren’t much in the way of cutscenes in The Persistence.
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