Přidáno: 20. května
While the gameplay can have some fun moments, I can't say I'm particularly impressed with many of the design decisions.
There is certainly some fun to be had in playing the role of elite cyber-spies in a hostile world. The two core mechanics (the sneaky, explory, stabby part, and the hacky, chancy, resource managy part) work well together. The mission selection and character progression parts also add a nice strategic element to the game. The interface works well enough, though it's perhaps a bit lacking on the clarity. However, there are enough things wrong with it that none of these things really make up for.
My biggest pet peeve is that there is a consistent refusal to present any pertinent information until after it would have been useful. That's certainly a good way to attempt to force replayability, but it does nothing to endear the game enough to actually want to go through the trouble. All it does is ensure that the first play-through is full of annoying experiences that could have been solved with a few more lines of dialog.
It doesn't end there. The stealth is a bit less exciting than you would expect from the people that made Mark of the Ninja. It uses the standard vision cone system, which doesn't really translate favorably into the slower nature of turn-based games. It's hard to feel excited when sneaking past a bunch of fairly predictable, and very dumb mobile vision cones. When you can walk next to a person and open/close a door in front of their face to keep them in place you know you've blown it. The only time there is any semblance of a challenge is when the enemy floods the level with dozens of enemies, and broadcasts your location every turn. This takes the game from "stealth" to "I hope the RNG gave me enough cover to hide behind."
The difficulty curve is quite inconsistent. The game is fairly simple once you get going. The missions are straight forward resource management problems (Optimizing the use of AP, Power, Items, and Time). It would have been nice with a few more lessons about conserving resources and priorities at the start, but it's easy enough to figure out with a bit of trial and error. However, it will occasionally ramp up to impossible when you failed to get the specific item for a particular situation, or if the RNG placed the objectives and exit points too far apart to traverse quickly. That's acceptable in a rogue-like where most game measure in minutes, but much less enjoyable in a longer game where even a quick playthrough demands your attention over many hours of gameplay.
The levels are at the mercy of the RNG, sometimes making even high difficulty tasks a breeze, while other times putting an ever more aggravating set of obstacle in your way on even the easiest maps. There are plenty of dead ends and empty rooms, and little else to explore. With the inclusion of permadeath, and a very limited optional rewind feature this can lead to some annoying situations.
I did enjoy the mission variety, and the occasional cross-mission tasks kept it fresh enough that I didn't mind continuing. There was enough flavor to the game that I enjoyed going through the campaign. Unfortunately, it lacks the depth of games like Frozen Synapse, and doesn't make up for that lack of depth in any useful way.
I think the game would have been better had the story, and the characters played a more important part of the whole experience. Judging by the dialog there was a fairly interesting, dark, and deep world behind the game. Unfortunately that world does not really come through because there are just a few non-branching lines between each mission, and then the occasional offhand comment by one of the three voice characters during the missions. I think there was definitely a missed opportunity for some kind of data-collection mini-game with bits about the world.
Some occasional character banter would have gone a long way; as it is your characters are just bland dolls you control. Sure, they have different looks, and different equipment, but they might as well have been formless blobs. I would have liked to see a bit of in-game dialog of the playable characters reminiscing about old missions, or random events around them. This could have offered some depth to the story, and introduced concepts as the game went on instead of dumping you in a situation you were supposed to expect.
Finally, I did notice a somewhat consistent problem with clicks failing to register. More than a few times I clicked on a character and sent them to a new location only to have my previously selected character run into the center of the action. It's easy enough to deal with by clicking on a character a few times, but it's just one more annoyance that takes away from the experience.
In all it's an passable turn-based tactics game, sporting a fairly simple stealth element that feels tacked on to make up for the lack of combat. It doesn't really bring much interesting to the table. It doesn't do a very good job of introducing itself, and when you puzzle it all out the end result is not spectacular. It's a game that tries to force you to play more of it, without actually doing much to make you want more. I can certainly see some people enjoying it, but it's certainly not something that will have any sort of popular appeal.
Give it a try if you really like turn-based tactics games, or if it's on sale. Otherwise save yourself the time and headache.