In Space No One Can Hear You Sigh 242
- Title: Mechassault 2: Lone Wolf
- Developer: Day 1 Studios
- Publisher: Microsoft Game Studios
- System: Xbox
- Reviewer: Zonk
- Score: 6/10
At kickoff, MechAssault 2 puts you in the role of a Mechwarrior as he and and his crew find themselves in a hostile situation. You're given the chance to run through a tutorial session while simultaneously repelling a hostile force. This puts you directly into the action, a nice choice. There's no need for plot or motivation before you start blowing things up. Players who have played through the previous title will start to glaze over during the tutorial, though, as the controls are almost exactly identical to those in the original game.
In fact, that statement is the basis of all of the issues with the MechAssault 2 experience. If you've played through the first MechAssault title, you've basically experienced everything that MechAssault 2 has to offer.
The big difference comes in the form of the the compact "Elemental" style power armor. The tiny mech handles just like the larger constructs, and has some impressive armament for its size, but the big draw of the tiny suit is the ability to "Neurohack" your way into full-sized mechs. Not only is this a potent combat ability, completely disabling a successfully targeted mech, but it allows you to enter and control the hacked mech if you choose. The game mechanic itself is easy to use, requiring you to hit a series of buttons on the controller within a certain period of time. Besides the new power armor, you're also given several opportunities to use more traditional vehicles such as tanks and a VTOL. And, of course, you still have access to the giant robotic walking tanks that typify the Mech genre.
The single-player campaign provides a decent framework both to develop piloting skills and to do some urban renewal with your mech. There's nothing spectacular in the background or composition of the plot, though, and only a few levels after the tutorial ends the gameplay will get repetitive. The Word of Blake opponents, the primary bad guys to the Mechassault 2 tale, eventually all blend into each other and every tank you stamp out of existence begins to look like the last. As in the first game, the backdrop to your rampages is entirely destructible, and even a single stray shot with the high-powered weaponry you utilize near the end of the game can take out a city block or two. The game's musical background consists of licensed songs from bands like Korn. Maybe it's the pen-and-paper purist in me, but I had a hard time associating Korn with Battletech. The rock soundtrack does add to the atmosphere, but recognizable bands seemed to detract from rather than enhance the experience. The story is simply Mechassault 1 with a new coat of paint, and singularly familiar gameplay ensures there are few new experiences to be had for the veteran Mech gamer.
As with Halo, the real reason to play the first MechAssault was the multiplayer capability. MechAssault 2 upholds the original game's tradition of Xbox Live enabled multiplayer carnage. There are several different modes available, with all the types you'd expect, like capture the flag, deathmatch, etc. The designers gave the online game a new twist, though, by incorporating a "conquest" mode: In conquest mode you hook up with one of the houses, the clans of the Inner Sphere, and go on the warpath for your chosen allies, attempting to gain as much territory as possible with the aid of other house members and opposed by other house factions. Unfortunately, the number of players online is rarely sufficient for this kind of play. Satisfied that they'd already played this before, many gamers have long since chewed through this game and resold it to Gamestop for another title.
Mechassault 2 is a competent, but overall unnecessary sequel to the original title. The first game was a completely valid expression of the shoot-em-up mech genre. While the urge to create a sequel to a successful franchise is a logical one, it's hard to see the real need for this game. The action mech genre is a fairly well-developed one, and while the neurohacking gimmick provides some differentiation from other titles, this straightforward license vehicle could have been so much more. I recommend this game to fans of the original title who are looking for more maps to play on, or an action gaming fan who's looking for familiar territory, but unless you go to sleep at night wearing a Mech King crown made of cardboard you can afford to pass on this sequel.
Screenshots are from Microsoft's official MechAssault 2 site, (c)2005 Microsoft Game Studios.
Nexus: The Jupiter Incident is a dramatic name for a game that manages to be a thorough disappointment. That's a real shame, too, because Nexus has a lot of elements that make you want the game to succeed. Visuals and voicework ingratiate the world to you, but the lackluster gameplay makes you wish you hadn't uninstalled Homeworld.
- Title: Nexus: The Jupiter Incident
- Developer: Mithis/HD Interactive
- Publisher: HD Interactive
- System: PC
- Reviewer: Zonk
- Score: 4/10
The shooting at least, looks good. Majestic 3D expanses are your playgrounds, with really nice looking ship designs and a slick interface makes play ve. In particular, I appreciated the swept-back designs and utilitarian choices made by the ship designers. I'm getting pretty tired of Star Trek pretty and Star Wars uglytech. The problem comes when you consider the pace and method of the shooting. Nexus has you issuing orders to your forces, which can range from a single vessel to a large fleet. Like many RTS games, you don't control your units directly; You simply give them an instruction and let them go do their thing. Combat breaks down to two choices: Either you instruct your minions to attack the hull of an opposing ship, in the hopes that the crew will flee and the ship will eventually be destroyed, or you order them to attack specific subsystems of the ship. This provides an element of the strategy sometimes missing from so-called RTS titles. What I found most effective was to have ships target the weapon systems of opposing vessels, as they seemed to be some of the most vulnerable components.
At issue here is the pace of combat and the intelligence of your units. Despite ordering my flagship to target a subsystem of a specific enemy vessel, I would often return to my combat unit after handing out some additional orders to find it either hanging dead in space or chasing after another ship entirely. Reaffirming my target of choice seemed to be seemed to be the only way to ensure the battle would go how I intended. Additionally, combat in space, apparently, is deadly. Deadly dull. The weapon systems look nice, and seem to be firing at an acceptable rate, but the armor plating of even the most insignificant weapon system is apparently very tough. It will take over a minute of a concentrated barrage to take out even a single subsystem. Actually destroying a ship, causing its crew to abandon the vessel and the hull to crumple, can take upwards of three minutes. This turns what should be tense and quick encounters into adventures in frustration as you are forced to concentrate your fire on one ship as the only viable strategy. Despite combat appearing to be a situation with tactical possibilities, you are reduced to ganging up in order to have any chance of victory. Missions with large numbers of enemies are particularly annoying, as the AI and combat pace combine to ensure that -- unless you are very on top of things -- you'll do barely any damage to the opposing force. You can order your entire fleet to focus on one ship in a blizzard of twenty or more, but the wandering AI ensures that their focus will quickly be elsewhere. Fifteen minutes into a mission and you'll find yourself with a swarm of 10% damaged enemy ships crawling all over your very spread out fleet.
All of this is a real shame, because Nexus has some very charming aspects: There is a ship modification element to the game, mostly straightforward and nowhere near as well developed as a Pax Imperia or Galactic Civilizations, but there nonetheless. The voicework for the characters is fairly well done, despite some occasional poor dialogue and endless exposition. And did I mention the ship designs?
I spent most of my time playing Nexus: The Jupiter Incident leaning far back in my chair in a passive state. The style of the game seems to be aiming for a combat-rich deep-space adventure, but the pace is that of a more leisurely strategy simulation. This confusing mishmash turns what could have been a worthy addition to the genre that is almost defined by the Homeworld games into simply a poor substitute. I lament the game that's resulted from the ideas visible in this game, as there really seems to be something worthwhile here below the surface. As it stands, though, Nexus: The Jupiter Incident is a game that you can take a pass on unless you simply need an excuse to get back out into the big black.
Screenshots are from HD Interactive's official Nexus: The Jupiter Incident site, (c)2005 HD Interactive.
Favourite Space Game... (Score:5, Insightful)
What you say? (Score:3, Funny)
Re:Favourite Space Game... (Score:5, Interesting)
Re:Favourite Space Game... (Score:3, Insightful)
Re:Favourite Space Game... (Score:2)
I now play Eve-online and have for about a year. I'm satisfied.
Re:Favourite Space Game... (Score:2)
Admittedly it made things slightly easier in an otherwise diabolically hard game, and the other concepts of the game were more like starblazers or robotech space opera and not "pure" sci-fi (stuff like constant thrust = constant velocity) but it felt limiting in that you always had
Re:Favourite Space Game... (Score:5, Informative)
Re:Favourite Space Game... (Score:2)
*craft didn't put me in command of anything, neither did Age of Empires and the C&C series; they all gave me some puppets to play with.
Homeworld gave me a fleet; a mothership, destroyers, cruisers, frigates, fighters, all. And it was my fleet; I went where it travelled, and it was always the same fleet (except if you had to do an emergency hyperspace jump and leave most of your fighters/corvettes behind). It really had the atmosph
Re:Favourite Space Game... (Score:2)
Slowly. It's a cerebral sort of game, with very little micromanagement even possible. You're clicking around and adjusting orders and targets pretty much constantly, and that action doesn't let up, but you don't zip across the map and blow up his ships in a few seconds.
You spend a lot of time maneuvering large capital ships, attacking beamward for your ion frigates, and broadsides for the really big ships. The fighters are practically gnats next to them and mostly fight am
Re:Favourite Space Game... (Score:3, Informative)
It's interesting how tons of Wing Commander clones have come and gone, yet not a one has managed to capture that same "magic" as the true series. Starting with Jagged Alliance, then going to Allegience, Descent: Freespace, StarShock, all the way through X:2, they all manage to look nice but somehow lack gameplay. Even Chris Robert's Freelancer didn't manage to compete with his own series!
So, if you've got a craving for Wing Commander, go grab the original titles off of EBay. Th
Re:Favourite Space Game... (Score:2)
Re:Favourite Space Game... (Score:3, Informative)
http://flightcommander.solsector.net/ [solsector.net]
Re:Favourite Space Game... (Score:2, Informative)
Re:Favourite Space Game... (Score:2)
Re:Favourite Space Game... (Score:2)
Re:Favourite Space Game... (Score:2)
I used to play until all my turns were used up and worry until my turns renewed since I left my ship drifting in sector 323.
Re:Favourite Space Game... (Score:2)
Vendetta Online [vendetta-online.com] is one of the MMORPG space games with more of a focus on the ship to ship combat than the level grinds. And as an added bonus they support Linux out of the box. As a smaller independent development team it doesn't have all the bells and whistles of some
Re:Favourite Space Game... (Score:3, Informative)
Re:Favourite Space Game... (Score:2)
+1. One of the best games ever. Amazing amount of backstory, most of it extremely funny, AND great game play.
Too bad that Star Control III wasn't good - they simply recycled all the jokes and made the game itself crappier...
Re:Favourite Space Game... (Score:2)
Re:Favourite Space Game... (Score:2)
In general space fighters are pretty weak imho. Gameplay is just "aim at target, match velocity, keep shootign" in most of them. The only thing that makes them interesting is complex objectives. Very few of them have cramped enough terrain to make just flying fu
Re:Favorite Space Game... (Score:2)
Plus, great graphics, back in the day.
In slashdot, no one can hear you sigh either. (Score:4, Funny)
Borint non front page material!
What's next? Movie reviews?
Re:In slashdot, no one can hear you sigh either. (Score:2)
At least it's not a dupe (Score:2)
*I consider Zonk bashing to be a hobby, but I'd turn pro if I could get a lucrative sponsorship deal.
Re:In slashdot, no one can hear you sigh either. (Score:2)
Feh, read a book (Score:2, Interesting)
I still play Nethack on the PC and Rogue on my Palm (Since a working Nethack port has never been done for the Palm due to the piss poor hardware and API)
Endless gameplay.
Those Nethack guys have thought of EVERYTHING!
I'm so damn close to getting a free ipod [coingo.net], which I'll fill entirely with CC licensed podcasts and rips of CDS I own.
Re:Feh, read a book (Score:2)
Here's a way to save time. (Score:2)
Have the script do the following:
Download the front page of wwww.nethack.org
Generate a Checksum.
Compare the Checksum to the saved Checksum.
If no saved checksum exists, save the checksum to file. (First run condition)
If a saved checksum exists, and it matches the checksum for today's page, exit without a word.
If the checksums don't match, e-mail $user telling them the site has been updated.
Create a scheduled task to run the script daily.
Never have to manually
Re:Feh, read a book (Score:2)
Re:Feh, read a book (Score:2)
Re:Feh, read a book (Score:2)
With GL graphics the game looks quite nice IMHO -- explosions and such aren't as nice as with newer games, and the characters can look clunky, but the maps are well designed and a pleasure to play in.
Re:Feh, read a book (Score:2)
Hmmm. Never played that one. OSS? Commercial?? Palm Port??
All you need is "Star Control 2" (Score:4, Interesting)
http://www.abandonia.com/games/144/Star_Control_2/ StarControl2.htm [abandonia.com]
(You also need DosBox to run it on most PCs these days.)
I contend Star Flight 1 & 2 were the best (Score:3, Informative)
Star Flight 2 while not as good as the first was just as much ahead of other games that I would love to find a machine I could play either on (they unfortunately are clock dependant for combat)
I don't think they lost any of their luster until the Wing Commander Series arrived. Originality has a lot to do wit
Re:I contend Star Flight 1 & 2 were the best (Score:2)
Re:I contend Star Flight 1 & 2 were the best (Score:2, Informative)
Re:All you need is "Star Control 2" (Score:2)
It had some of the most original aliens, and a really nice interweaving of the plots in a non-linear fashon. I just wish modern space games had such rich backround - the 'epic plot' of Halo pales in comparison to the races of SC2.
On a different note, though, the most original concept I've seen for a space game was in a game ca
Want Inca? Here's Inca. (Score:2)
http://www.abandonia.com/games/284/Inca/Inca.htm [abandonia.com]
Re:All you need is "Star Control 2" (Score:2)
Starflight trumps Star Control. (Score:3, Informative)
It had great music (as far as 1986 PCs were concerned) a deep plotline, and a HUGE universe. It had worm holes, mining missions, new races, randomly generated weather environment, a crazy AI system, doomsday plot and time limit (you could continue to play even after the game was "unbeatable" due to the destruction of your "home" solar system).
Ship upgrades,
Re:Starflight trumps Star Control. (Score:3, Informative)
Re:All you need is "Star Control 2" (Score:2)
Re:All you need is "Star Control 2" (Score:4, Informative)
Re:All you need is "Star Control 2" (Score:2)
Re:All you need is "Star Control 2" (Score:2)
Re:All you need is "Star Control 2" (Score:2)
Go, go, go...
You mean to tell me... (Score:4, Funny)
My analysis of Zonk's analysis (Score:5, Funny)
Just sayin (Score:4, Interesting)
Just wait (Score:5, Funny)
Also (Score:3, Funny)
Re:Also (Score:2, Funny)
MechAssault 2 Blew. (Score:5, Insightful)
Yeah, too bad MechAssault 2 gave me none of that. Boring linear missions, no choice in what mechs I got to pilot, and no customization. Whee.
Eve Online (Score:5, Informative)
great space game. had some bugs in beta, but has become really solid and fun. I've been active since late 2002 or something. Check out the features and the give it a try, free month trial.
Re:Eve Online (Score:2)
Re:Eve Online (Score:2, Interesting)
Its got everything I'm keen for - closest thing to MMO Elite I've seen.
Certainly as a very new player in an environment where most people have 1+ years of experience/training/$, I'm a minnow in a sea of sharks and whales (especially when their fully kitted out battle crui
What's missing from space games is... (Score:4, Interesting)
I don't mean errors in it, more that most games are; mission, pointless 2D video clip, mission, pointless clip, ad inifinitum.
What I really want is more games like UFO: Enemy Unknown (I think it had a different name in the US). You are always in the game and things are always relevant and exciting. Even the research stages had you watching the globe, just to see if a UFO had appeared within your current fighter range and could be taken down.
Most modern games take you from one scenario to another totally unlinked scenario via aforementioned dull and boring 2D scene setters. I want (I suppose Elite sort of had this too) to stay in the game world all the time and feel like I'm part of it, not like I'm just playing through some 3D level designer's wet dream of the moment with Gourad, anti-aliased, full textured, B-spline, bump-mapped, mip-mapped eye-cheese.
Re:What's missing from space games is... (Score:2)
They sure don't make em like they used too.
Ummmm (Score:4, Funny)
Okay, who ratted me out, which one of you? Step forward and there will be no trouble...
Mod parent up Re:Ummmm (Score:2)
One game to rule them all! (Score:3, Funny)
Galactic Civilizations (Score:3, Informative)
Your mileage may very on my second reccomendation, Space Rangers. It's made by a Russian game company but I do hear this month a British based publisher will be released Space Rangers AND Space Rangers 2, to the rest of Europe and America. I played Space Rangers and it reminds me of a turn-based top style privateer. You buy and sell materials, can attack and raid ships, buy new ships..equipment, etc.
I reccomend you google up each respective game creators site and check em out. It's a shame there hasn't been that many really good space games out, as those are my favorites. Ever since Origin Systems was bought out by EA and decimated by them, things have sucked.
What goes around comes around (Score:4, Insightful)
Before we had the capability to render scenes with millions of polygons with a striking degree of realism, game designers had to rely on a fading concept called.... fun.
I think people are finally beginning to get over the enfatuation surrounding titles that boast of their use of the lastest and greatest FPS engine, slowly turning their attention to game mechanics that are actually enjoyable.
Good graphics on a bad game results only in a bad game with good graphics. I think indie developers are beginning to demonstrate the fact that the opposite is also true to a large extent. I think we're beginning to see somewhat of a revival of 2D games that focus more on originality and fun game mechanics. Along with the rather large influx of these smaller developers, however, comes also many games that just plain suck in both categories. There's always the risk that the 80s could come back to haunt us, but perhaps this is simply a cycle that the industry must go through every couple of decades.
System: PC (Score:5, Insightful)
Couldn't disagree with the Exodus review more (Score:2)
Re:Couldn't disagree with the Exodus review more (Score:2)
Re:Couldn't disagree with the Exodus review more (Score:2)
Yes they can! (Score:3, Funny)
What?! Yes then can. Watch:
Siiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiigh *POP*
Re:Yes they can! (Score:2)
That's a great trick, but he can only do it once.
Nexus the Jupiter Incident (Score:4, Interesting)
The problem with most players is that they go right for the "bang weapons against shields and armour!!!!" strategy, which generally does not work to well in nexus.
even though it has default fire settings, those are "AI" fire settings, and the ships try to determine what the best course of action for their weapons are based on that generalized AI setting you put it on. If you tell it to attack a HULL of one ship, if it sees a good opportunity to use its weapons against a nearby ship, it may ignore the original ship.
In Nexus you should handle everything in a little but more micromanaged way, and you can start getting kills rather fast.
The main flaw is the lack of emphasis in training on using the manual controls for the ships, and it can make the single player frustrating as battleships tend to be completely and utterally unable to kill ships bigger than a cruiser without help. But, if you use the specialized disabling weapons, all the sudden large ships can actually beat each other to death, but it wont likely be using the AI modes the game comes with.
NExus is probably the best space fighting game I have played in a tactical sense. Wherease homeworld1/2 comes out better in the movement and intuitive sense.
Re:Nexus the Jupiter Incident (Score:2)
the user interface (the first game i couldnt even move a ship without reading the manual. And that went on into the details. Very non-intuitive all the way)
the non-existing feedback in many situations ("why the fuck does that damn ship turn now?" "why doesnt anything happen?")
and the weapon balancing... sure mass drivers shouldnt work well against shielded target or so, but it was really boring to wait 20 minutes until you fi
I'll second that Nexus review (Score:2)
And killing an enemy ship? A freaking epic achievement. But the good news is, your ships never die either. Woo. Hoo.
All in all, I bought, installed, and played this one for
Re:I'll second that Nexus review (Score:2)
when trying all weapons out to find which works against shilds, at first nothing worked. I thought "damn, what am i doing wrong?" but found out that you are supposed to need 5 ships hitting one small target for 5 minutes nonstop until the shield are even half down...
Mech series had been downhill since 2. (Score:2)
Re:Mech series had been downhill since 2. (Score:2)
The Mechwarrior Series has been downhill since mech 2.
I've never been able to figure out what the problem is with the Mechwarrior series. The gameplay and mechanics seem very straightforward, yet every game post MW2 has had some problem or another. I still remember getting MW2:Mercs back when it first came out and cursing out Activision nonstop for releasing a CD with a single player game that couldn't be won without patching. This was back when you had to download a 30+MB patch over a modem just to f
All your Slashdot are belong to Zonk (Score:5, Insightful)
Not to mention, how in the world is this front page material? This is slashdot, not 1up.com. (Right?)
Re:All your Slashdot are belong to Zonk (Score:2)
All the other Slashdot editors are living it up on their Easter break: drinking beer, getting tans, sleeping with women.
Well, probably at least one of the above.
No space game will ever come close to ... (Score:2)
Space (Score:3, Insightful)
Why can't we just mess around in space! We're quick getting to the day when the average Joe will have the chance to experience space flight. We have companies looking to build space hotels.
What are inhabitants of these hotels going to do while they're there? They're sure as hell not all going to want to do scientific research. How about moon-rover racing? Low Gravity Sky Diving? Moon Crater Exploring?
What I'm waiting for is a really cool MMORPG that lets people inhabit the moon and learn what life is all about up there will be for the average person, with a great physics engine to let you really get a feel for it.
Space fun unmatched.... (Score:2)
Nexus Review off base (Score:3, Interesting)
The slowness of the game (1-2 hours per battle) is in a sense its strength. Instead following the typical RTS formula, harvest, and hoard until you can build your best units Nexus starts you out with your best units and requires actual strategic thinking in how to beat the enemy rather than flood them with your strongest units. In fairness the interface is a little steep but once you get by it, Nexus is a gem of a game. The best analog to Nexus I can think of is Destroyer Command from Ubisoft. If you want to play as fighter, stick to wingcommander, or freespace. If you want space based RTS, HW1 and 2 are your cup of tea. If you want engaging tactical capital ship battles try Nexus out.
Re:Nexus Review off base (Score:2)
You don't play blizzard RTS's competitively do you? If your play startcraft/warcraft 3 try that strategy against me and see how successful you'll be. A good RTS will work a making many strategies effective. The bad ones will over power one unit (med tanks in c&c) and it's a race to see who has more of those. A good one will have effective units at all tiers but make you have to trade-off for them. A early rush will set your
Flamebait? (Score:2)
OK, the graphics is better and now we can get force feedback, but it's still only polish on the same idea of first person shooters. (OK, there are other games too, but nothing that is "reeeeally new".)
Games that requires more brain and less reaction time are not too common.
Will Wright's Spore (Score:2)
"Advice: If you have a weird idea that's so outside of the box, don't forget it. You should go back and revisit your weird ideas later, because you can never know where they might lead to." -Will Wright
-Don
Sentinel Worlds I (Score:2)
The biggest tragedy was that no sequel was ever made. At the end of the game, you can save you characters for use in Sentinel Worlds II. A game which never made it. I actually kept my characters for quite some time hoping that it wo
Re:Sentinel Worlds I (Score:2)
TBS/Empire-level (Score:2)
The former is very high-level oriented: quasi-linear research tree, ship classes instead of ship design, assignment of priorities (e.g. "raw material world" for focusing on mining, "jumpship base" for producing jumpdrive ships, etc) and import/export policies (so you can demand that worlds try to be self-sufficient, or permit them to base their economy o
You killed my BattleTech! (Score:2, Informative)
First off, Elemental class battle armor are nothing new, even to the electronic games. I seem to recall being able to play as an Elemental in MW2:Mercs. This has always confused me because battle armor is not a 'mech; it's Starship Troopers rather than Gundam.
But Elementals are infantry and the ground-poun
Re:You killed my BattleTech! (Score:2)
And it was a 3025 game, none of this Clan nonsense. Javelins, Wolverines, Archers, Riflemen, the Atlas, etc. We had medium lasers, SRM-6s and AC/5s and we LIKED 'em.
There was somethi
What a crap review, let me try :-) (Score:4, Informative)
No review starts good when the reviewer gets a basic fact totally wrong. The cutscenes in Nexus are skippable. Even the talking during games to "advance" the story can be clicked away ending the speech and making it all happen a bit faster. So basically either the reviewer was to dumb to figure out how to skip cutscenes and break off conversations OR he is lying and never played the game. Don't believe me? Download the demo.
Now it must be said that the background story is incredibly dumb. Basically you just don't give a shit. It is all to generic. A bad captain Kirk as the captain, a sexy japanese computer, a spunky rebellious cloaky type girl, an obnoxious incompetent superiour, weak silly aliens. Jada jada jada. It is so mediocre and un-original it is unbelievable.
The missions briefings before the missions proper are indeed baffling. They seem more story devices then informing you of mission objectives. Wich can be troublesome as you then need to choice your weapon configuration. Would be nice if you learned you need to pack a squad of marines BEFORE you start the mission. Once inside the mission things however are pretty clear. So this is a negative point but lets face it, proper mission briefing has been missing in action in games for so long I am no longer bothered by it.
The combat. This is actually takes a while to get intresting as like every game they make the tutorial part of the game meaning the first few missions are wasted on teaching you the basics. I hate it as I can read and understand a manual and want my game to be challenging from the start but sadly most of the human race needs its hand hold.
Combat is simple enough. You got three kind of weapons, anti-shield, anti-hull and anti-system. You can't hit a hull when shields are up and anti-system damage is reduced with shields up. Simplest setup is to balance between shield busters and hull busters. Going anti-device is an option for the more tactical minded as knocking out say the anti-fighter defences gives you fighters/bombers free play and they can knock devices out even faster. Who cares about their hull and engines when they can't hit you? Knock out their anti-shield weapnons and as long as you don't power down yours their anti-hull weapons are useless.
Combat is okay but once you sussed it out it can be a bit simple. Even in big battles there is really only one strategy. Concentrate all your fire on the ship doing to most damage and then work your way down to the last vessel. It soon evolves into your ships circling one enemy vessel while blasting it to bits and you occasionally saving one of your vessel if it is taking to much damage. Basically it is nice until you figured it out.
Now the reviewer complains about ships not following order. This means that either he is dumb or simply didn't understand the interface. You can set your ships to various modes of behaviour and one of them they basically follow their own logic wich isn't bad but can be confusing if you are not expecting it. For instance if you have them on agressive then they will happily go after the ship you told them to but on the way they will fire at any ship that gets in their way. If you target a ship with shields up it will continue to fire its hull busters at a ship with down shields. If you want total control it is there. You just got to set the right mode. Another point of for this reviewer.
He then goes on to complain that it can take up to a full minute to take out a weapon system (with your anti-system weapons) and no less then three minutes to take out a ship completly. Read this part of his review carefully and then ask yourselve what on earth was this guy thinking when he picked up a strategy game? This is a strategy game of battleships. What does he want? Knock out your enemies weapons in 2-3 seconds? In the larger battles a minute to destroy a main armanent is nothing. This is not a scroll down shooter where you got hundreds of enemies. A dozen is a lot. Co
Re:Wait a minute (Score:2)
Computers do one thing very well that most human beings can't -
Or at least human beings who aren't ADD-afflicted 12-year olds who are apparently working off a thermos full of coffee. I couldn't agree more completely - this is one factor than make RTS games less fun for me - I feel like I'm competing with the computer on fundamentally unequal grounds.
Re:if it's not news-making, why is it on the front (Score:5, Funny)
We of the Interweb apologize that you were not sufficiently entertained, amused, and/or informed by (TITLE). As seems to be our habit, we forgot to ask your expert opinion on the (NARROWLY DEFINED DEFINITION) of (SUBJECT 1) and (SUBJECT 2) before publishing (TITLE), resulting in the boring mess you see before you.
Thank goodness there are people like you, (USER), to point out the shortcomings of (WEBSITE) and other online entities. Where would the rest of the Interweb be without you? We can only apologize your busy day was interrupted by the necessity of pointing out the awful pile of steaming crap that is (TITLE).
And now, (USER), back to your busy day with (PRETEND JOB) working on (PRETEND WORK). God be with you in your never-ceasing quest to keep the Interweb safe and sane. And God bless America.
Sincerely,
The Interweb
Re:if it's not news-making, why is it on the front (Score:2)
This sounds familiar, but I can't quite place it. Is there a reference, or am I making up my familiarity with it? Nicely landed jab as well;-)
Re:if it's not news-making, why is it on the front (Score:2)
Part of Rutger Hauer's speech at the end of Blade Runner.
Re:if it's not news-making, why is it on the front (Score:2)
Re:Problems with Space Games... (Score:2)
Re:Problems with Space Games... (Score:2)
Totally 3-D when you were in combat situations, and weird enough to keep a number of 12-year olds dumbfounded for an entire summer.
No one I knew had ever seen anything like it when it came out.
Re:Best Battletech computer game.... (Score:2)
Ah, the snoty self-centered Cpt. Obvious... (Score:5, Insightful)
No, we don't really expect them to be some deep philosophical intellectual exercise. We just expect "entertainment" to actually be, you know, "entertaining." I know, it's a hard to grasp concept. Turn the words "entertainment" and "entertaining" in your head a bit, and I'm sure even you can eventually grasp the connection.
We're not expecting to end up 10 IQ points higher after a game or a movie, nor supremely enlightened. We just expect to not be bored by it. Nothing more.
When we play a game we expect some degree of work to have went into the gameplay. Again, if you'll roll the words around in your head a bit, I'm sure the subtle connection will eventually reveal itself to you.
And the point is that a helluva lot of games forget that. They get so caught up in having a higher polygon count, that they end up with crap controls and crap gameflow. If they even make a half-arsed attempt at catching our attention by means of a story or plot, they either (A) make a quick and uninteresting job of dumping a half-arsed text between missions, or (B) just take some recipe and apply it badly. Etc.
See, for example, CRPGs which just take the hero's journey recipe from Hollywood, make a crap story to fit it, and stretch it linearly all over a game. Except a movie is 1.5 hours, while a game might be 30 hours. What was a brief 10 minutes showing that the hero was an ordinary guy like you and me in the movie, becomes a solid 3.5 hours of pointless boring stuff in the game. Where in the movie you might be guessing the next plot device 10 minutes before it happened, but it still kept you hooked enough, in the game becomes a whole CD worth of the heroes seeming blind and not seeing the obvious. Because they're not yet at the point in the recipe where the hero should find it out, and by jove, they'll stick to that recipe at all cost. Etc.
And it would be nice if more game companies started worrying about these things, than about polygon count.
And in the meantime, we rely on such reviews to weed out the games that make those mistakes, from those who still are any good. Or, yes, go read a book, program something, go out, or whatever hobbies fit. Thank you, Captain Obvious. How would we have ever figured _that_ out without you?
No really, next time you feel like acting like a snotty "I'm superior because my hobby is better than yours" kinda idiot, feel free to leave that attitude at the door. Or put down the crack pipe. Join a 12 step program. Whatever gets you back in contact with reality, really.