

Partial Control
Cavern Head · 2019 · Strategy, Simulation, Indie, Sci-fi, Turn-Based Tactics
PC
8 user reviews100% · 8 📉 Recent reviews down 90%
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Screenshots
About Partial Control
Summary
You are a crew member of a cyborg space ship. A signal passes through the ship and hacks everyone's brains. The entire crew loses control and they all start killing each other. It becomes a huge battle royal. However, for some reason, you aren't affected like the others by the hack: you manage to keep partial control over your own actions. Despite your cerebral limitations you are still the only one left that can do something and save the ship.
The situation of living the adventure with a hacked brain translates to an interesting game play in which you do not control yourself in real time. Instead you can only make specific decisions at specific moments when the hack in your brain lets you. During these moments time pauses leaving you all the time you want to make your decisions. When you finish taking your decisions you must unpause time and watch your mindless automated body act. During this time you can only hope to survive until the next time your hacked brain allows you to make a conscious choice.
Content
Campaign:
The campaign is made out of 81 levels accompanied by a small story line that will immerse you into the depth of a dark mysterious future.
Chaotic Universes Mode:
In this mode levels are randomly generated. Every attempt to beat a 'Chaotic Universe' is a different experience. There is a total of 5 Chaotic Universes that get harder and harder. Each Chaotic Universe is made out of 26 levels. During an attempt to beat a chaotic universe you won't be able to save your progress, so if you lose all your lives you will have to restart the 26 levels from the beginning. This mode is extremely unforgiving and it's only recommended for more experienced players. It's not even sure that the final chaotic universe is beatable.
Sandbox mode:
In this mode you can create your own levels and save them. Creating levels is very simple, it's just a matter of dropping elements into the field. You can mix item compositions to create insane fight scenarios. In this mode you can also view the saved replays of your exploits. You can even retry to beat the levels from the replays.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Partial Control is a low poly/minimalist semi-turn based strategy game with a welcome level of depth and a novel, viable concept. The game plays autonomously, but you get occasional pauses where you can issue instructions to your character... who will follow those instructions then go on autopilot and (hopefully) succeed in whatever it's trying to do. The idea is that you're a cyborg on a ship full of cyborgs and you've all been hacked and are trying to kill each other. The game also features upgrade systems where you can improve your weapons, all together it's a good concept but the technical implementation is woefully poor. The game features lazy minimalist/untextured low-polygon "retro" assets and visuals, making this look like a barely functional 3D game from the early 1990s. The lack of textures is a method that lazy devs often use to disguise their lack of talent/interest in doing the graphics properly and trying to disguise it under the name of "art", or "We made it look bad on purpose", which really isn't something gamers should have to put up with. It's unclear why the developers weren't willing to arrange high quality, high polygon count contemporary assets and hig…3 found this helpful
Partial control is a weird yet fascinating indie game, in which you play as a character who can only decide on their move in very specific moments (hence the name). In this review I want to address a few specific things about the game, I might make a more full review later on or not. [b]Gameplay[/b] In Partial Control, each room is a puzzle. But, not necessarily a puzzle in the traditional sense, where there's a clear cut solution- but rather... some sort of a strange, adaptive puzzle, where you come in with an assumption and might have to change your decisions according to what happens, or if you end up failing and trying again. I think this form of freeform puzzles can be alluring and interesting. However, it does have some shortcomings in that you can get "stuck" (with no solution anywhere in sight or the number of tries you have in the post-campaign mode). This is not an issue that is exclusive to this game, however, it's also something you can see with games like Into the Breach for example (though it's less bad here imo). Additionally sometimes it's tough to be sure what something would do (do I want to make the missile large? or not? etc.) and what the result would be, si…1 found this helpful
The game is alright, its definitely an interesting concept but it doesn't quite compel me personally to keep playing. Did have a funny moment where the game's default name for my cyborg was some crude polish slang- FJUT2. The story that gets introduced is okay, the dialogue is meh. Definitely more of a gameplay > story game, and im sure there is plenty of fun. It just doesn't grasp me enough to play for the amount of levels that there clearly are. If you like strategy puzzle games, definitely good to try out.
An interesting turn based puzzler for what it is. The story has some obnoxiously dumb elements to it, but it's not all that important. My biggest complaint is that for a puzzle-esque game, there seems to be some element of randomness in the AI. I've been told my bot will run around an object only for it to run into walls, and I could run the exact same solution several times and get different results every time because a robot would randomly miss or a shot would randomly pierce through a wall or not. It's hard to have a strategy puzzler when the outcomes are random. I don't know if it's worth the price tag but it was fun enough for what it is.
This game was tough in a couple ways. Sure it was a good puzzler but it much overstayed its welcome and became a bit of a slog towards the end where my desire to just finish it began to heavily outweigh my desire to play it. It's great to see the creator had so many ideas but it's important to know when to cut some. A good example being the teleporter or the multi-cloning device near the end of the game whose use was limited and mostly felt like something thrown in to test the waters without needing to fully commit. This being said, I did beat all the levels except the last one so it at least kept me engaged until that point. Overall the game was nice to spend time on and had a cool premise but could have been condensed into 30 or so levels instead of the 81 it ended up being. Edit: Beat the last level and I'll be honest, it felt good when i figured it out. Still recommended despite the earlier gripes.
The kind of a game I like to have in my collection for when I want something simple and unchallenging on an intellectual level. The gaming equivalent of a beer. Recco.
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