Everything from the bathrooms to the outsider trespassers themselves - look great.If I needed to grumble about anything outwardly in Xenowerk, it may be the hero's walk, yet that is an aesthetic decision that ties oddly well into this cartoony world.
In pretty much every scenarioplayers get themselves saved on a story in the science lab with an arrangement of destinations, two weapons, and an electric lamp. From that point it's dependent upon them to choose whether they need to take the destinations head-on or do an exhaustive scope of the floor first.
Goals are typically an arrangement of
a modest bunch of assignments, the majority of which aren't appallingly energizing, however Xenowerk's center battle and weapon combos make the sloggy target framework feel justified, despite all the trouble.