This is genreally a positive review BUT only if the game is on sale because it does have significant flaws. I got about 4 fairly enjoyable hours out of it but I think I'm done. Reminded me of my experience with Defense Grid where it was enjoyable for a bit until you find out that it forces you to only use one weapon.
So this game is pretty much a realtime strategy version of top down shooter games like Crimsonland or the classic Smash TV. There are alien hives spawning endless waves of enemies and your marines have to mow them down, eventually gaining enough ground to take out a hive which will respawn unless you capture the point. Aliens can recapture points for the hive to respawn. You get more money for each point you capture, BUT the aliens also get tougher and receive some kind of upgrade (the crimsonland monsters get perks!). Buy enough stuff to capture all the points before the alien numbers and upgrades overwhelm you.
What I like is that there's no mechanics of lost resources. You can sell or unequip anything at any time for a full refund. Destroyed buildings refund their full cost. Killed marines respawn for free. You're free to change up your entire strategy at any time.
SO HOW IS THIS NOT THE BEST THING EVER?
The unit selection is sluggish. You can drag to select fine but that's about it. Selecting individual marines is way harder than it should be. You cannot double click to select all marines of the same type.
They needed a better visual design. It's too hard to tell marines apart. Shotgun marines have an angular helmet. Officers have a slightly shorter gun (not a problem since they're useless and you'll never buy them). Snipers have a slightly longer gun. Notifications will pop up about new alien mutations and the text box will take up the entire top half of the screen, effectively blinding you for 5 seconds every time it happens. The amount of alien upgrade icons gets very cluttered and they eventually start poking out too far to obscure visibility.
There are about 20 different upgrades, marine types, and buildings, but you'll only use 4 of them and you'll be buying the same two first thing every single map. This is mostly due to the prices being out of whack. You can give one marine a shotgun for 4 points, or for 6 points you can construct a building that gives all marines an overpowered grenade launcher (can fire 360 degrees on the move) in addition to their main gun. For 7 points you can construct a building that gives you a delayed air strike every minute, OR for one point less just give your all your marines the overpowered grenade launchers for the same amount of firepower every five seconds. 7 points and you can place one turret to guard one capture area, OR for 7 points you can construct a building that gives all your capture areas a free turret, armor, and a healing aura. For 5 points you can construct a building that respawns all dead marines back into the fight instead of back at base, OR for 5 points you can build a portable heal bot that makes it impossible to die in the first place. 6 points gets you one officer who triples your damage for five seconds after killing a hive (useless). 8 points gets you a sniper who is only good against turrets. 7 points for a flamethrower that is only good against short ranged weak enemies. 4 points for a shotgun that is only a moderate upgrade over the standard rifle. OR 14 points for a minigunner who clears out swaths of enemies at any range, obliterates turrets and buildings, and has a shield which makes him virtually immortal. It's like they just picked random numbers for the cost of upgrades because they're totally disconnected from how effective they are.
Every single map it's grenade building, capture point turret building, portable heal bot, then keep buying minigunners until you win. Maybe one fast moving flamethrower to respond to distant hotspots. That's it. Keep winning.
The other major thing that drags it down it the accursed random number generator. The aliens get a random upgrade for every capture area or two you take. Some of the upgrades are MUCH deadlier than others. The counterattack upgrade gives aliens a super speed boost every time you cap a point, overrunning everything you have unless you're prepared with a bunch of ♥♥♥♥. If the aliens get that upgrade early then you might as well restart the level. A lot of the upgrades just further reinforce "grenades + healing minigunners" as the mandatory strategy because eventually all aliens and turrets will come with shields that only grenades and miniguns can punch through in reasonable time. Snipers are only good for one-shotting turrets at long range but the turret shield upgrade make them useless and another upgrade gives turrets a longer range than snipers. And so on and so on for everything in your arsenal except grenades and healing miniguns.
Provides a couple hours of amusement. Campaign takes too long to unlock more than just shotguns.
Either buy it on sale for an afternoon distraction or skip it.
EDIT: For proof that spamming mini guns is the most effective, but boring strategy, check out my rank on the leaderboard. I tried the weekly challenge and got #9 in the entire world on my very first attempt, without bothering to pause for maximum micromanagement effeciency. I simply ordered my guys to walk up the every hive with concentrated fire, and (after the grenade and robotics buildings) did nothing with my money but upgrade everyone to mini gunners when possible. If I had used the pause feature I probbaly could have micromanaged to split up for fastre completion and cracked the top 5. It's just a shame the game forces you to use the same straight forward strategy over and over again. It would be great if you had to constantly reconfigure your forces to respond to mutation threats, like different mutations required different setups to counter. But no the answer is miniguns every single time because no other weapon can break through the shielding mutations and no other marine can tank the increased damage.
Publicada: 23 de setembro