Granted I haven't been around long at all compared to a good lot of you here, I've still put in a fair share of hours into the game. It was this in fact that led me to think...has anybody here that plays game actually given it an appraisal, aside from just "Gun x sucks, Actor Y bugs under these conditions, absolutely love Scene Z" ?
And so when I started playing B23 I do so with a mindset for review. And I'm not planning to
bash anything, so get that out of your system Mr.
It is also worth noting I got together with a few friends to play this as well; some had played it before and loved it (some bought it), some were good at games but had never played it, and some weren't big on gaming but didn't oppose it either.
Campaign:
TutorialNow while we may not give the tutorial mission much thought after plundering it many-a-times, it's still formed rather well. In my opinion one of the best part is it's not like linear tutorials of most games, where you if you miss a detail you're left wondering what secret you missed out on. I like that you can go back and be informed again about functions of the game. This was of particular use to my friend, Katie, who never really messes around with games much. And while she did not succeed in the mission, it still gave her a great idea of what the game was all about, and how it functioned.
Zombie caveObviously an amusing mission...and for those who haven't seen it, check
this out. Now again for somebody who is new to the game, this mission can be quick tricky; my friend Katie left her brain up on a rock "to stay safe from the zombies" only to get chewed up by the Ronin. On my first run through though I practically turned the outer area into a maximum security prison that I kept my brain in, and I'd tunneled my brain deep into the ground. But one thing this difference led me to think, as well as people on these missions posting "Mission Challenge" threads is that...
It would be nice if the campaign had a difficulty selection to it. Something to the degree that the harder it gets, the less initial funding you are provided, and perhaps on the hardest setting you only get what you are provided at the start of the mission.
Dummy AssaultThis mission took me a couple of tries, I'll admit. Partly for the fact though that I did not expect (what I consider) a gimmick to be used against me: an endless number of enemies. I can see the challenge that would obviously arise from it...and I also noticed that only so many of them are out at a given time. I still found it a bit...tasteless, though. But I understand the desire, the need to create pressure and urgency,
which it did.
So overall that mission was a little challenging, but fun to run through.
MaginotI don't like with this mission that you can't really prepare, in any way (even making presets), for the attack. Nor do you have the time to gather resources, but I can see that is the intent of the mission. I like how the mission is fairly intense and constantly puts pressure on you, but more than anything I
love making the escape at the end. That is probably my favorite scenario in all of CC. However I find that my escape is almost always hindered...not by my lack of firepower, not by the superiority of the enemy's numbers...but because my brain cannot climb ladders effectively, and sticks to them like velcro. And there are ladders in nearly every tunnel! If you ask me I think they should be removed, since a quick thrust or two from a jetpack, which nearly all actors come with, works even better. Still, I have a lot of fun with the mission.
First SignsNow to me, this mission kind of came off as more of a demo for some things that you could do with Lua. However when B23 came out this was the first mission I tried, and I nearly
fudged my pants when I first saw that mother crab jump out! More so because it jumped so close to me it knocked the assault rifle out of my hand and crushed it; I had to order a weapon while frantically evading the beast. Of course after that the rest is easy as pie, and the end of the mission is a bit vague. I thought it would open another mission? Perhaps in later builds.
Overall Campaign Rating: 8 out of 10
The missions were fairly varied, fairly challenging, and fairly surprising in some aspects overall. I know, I know, there is more to come. As of now while the campaign missions, in both numbers and each mission's length, feel small, there is still an immense amount of fun to be had. Especially when you start trying to tackle the missions from every odd angle you can think of.
Multiplayer:
Now of course going through every map for multiplayer would be ridiculous...so rather than that, the approach I'd prefer to take is to mention general aspects about what was good or bad in the maps, multiplayer as a function itself, and how it handled when playing with friends.
MapsI like that there's a nice variety as far as what's available out there. However many of them, some vertically but most horizontally, feel very small. Rock valley is a good example of this; but I point it out because it seems to be a trend of many of the maps. To the contrary, one map I am becoming particularly fond of is Zone 21. The bottom bunker covers a little more of the map than I'd prefer...but it's still quite nice. It's like an upgrade from the older version of Grasslands; maps that already have segments of bunkers scattered around are excellent when playing with a friend, I find.
MultiplayerNow again, as with campaign, I realize the game is not complete. Yes yes, I know I can change these things in the .ini . But I don't want to have to go back and forth
every time I want to change them. These would be nice things to have
readily accessible. Multiplayer would also benefit if there were some settings which could be altered in this fashion by the player within the skirmish menu. Such as:
-Default starting gold
-Maximum number of units controllable (not counting craft)
-Time limit
-Victory conditions (all units dead, brain-dead, survive until time limit is over, most kills/gold within time limit)
Victory ConditionsNow this one I'd say is more important than the aforementioned. It would be nice to have various modes in skirmish, for both playing alone and with friends, than just deathmatch / endless CPU slaughter. I mentioned a few simple ideas for this: all units dead, brain-dead, survive until time limit is over, most kills/gold within time limit. But it'd also be interesting to have other modes...I can't recall who (so feel free to take credit), but I know one person here made a campaign map for a King of the Hill mode which is a great idea. Something like that in skirmish, where a random spot on the map is marked as the hill would be fun. Another mode I think would be interesting would be a gold-rush mode, where you're trying to attain some amount of gold before your opponent does; do you invest in digging? Or do you spend gold on weapons and troops to sabotage your opponent? It'd just be nice to have different challenges for yourself as an alternative to the play-until-bored-or-otherwise CPU slaughter-fest. That was another thing; the
first thing my friends who were new to the game asked about the skirmish mode was, "How do you win?" And neither of them liked hearing "You can't"
Playing with FriendsThis is where CC both shines, and falters.
The good:
-It's fun as hell when playing with people who are interested in the game and are decently skilled at it.
-You can all fight the computer together (which is awesomely fun with that Zombie mod! (again, take credit as you will))!
-I myself like watching people progress through the learning curve of the game; their load-outs become more versatile, their bunkers more devious and creative, and their attacks more coordinated.
The bad:
-One issue I found with multiplayer is that the gamepad cannot select the "go-to" feature from the wheel menu.
-Also as mentioned, a good chunk of the game is time spent in the buy-menu.
-In multiplayer digging can muddle-down the gameplay. "Nope sorry, you have to take a 5 minute break from the game to dig gold for our team" Yes, I know there are gold generator mods, but I wanted to stick with the vanilla material as much as possible. It would be convenient if you could set go-to points in the dirt and activating the digging AI would make them dig to each location.
-Ability to drop any quantity of anything anywhere in the map; once people figure out they can do this, it is abused no matter what the circumstances.
Overall Multiplayer/Skirmish Rating: 7 out of 10
There's a lot of decent maps, and a few good maps. However skirmish should have something aside (or at least variants) from the modes of fight-the-cpu-forever, fight-the-cpu-forever-with-friends, and fight-your-friends modes. The gamepad not being able to string units together becomes a severe disadvantage when things pick up. Also more important than any improvement to the sentry AI, would be making the Gold-Digging AI operate as intended.
General/Miscellaneous:
Also in general, I find the weapons, tools, bombs, and actors in this latest build to be superbly balanced and varied. No longer is the YAK a seemingly reskinned gatling gun, no longer does the flammer make really loud/irritating noise when it fires, nor are the dummies the cute army they once were. I like the changes made to all the weapons and actors. The robots are now a little tougher, a little more robot-like. The laser-rifle is no longer a kill-everything-in-line-of-sight-in-a-single-clip weapon. No longer need dropships fear ground-troops, as they can now retaliate with awesome napalm payloads (bombs were a GREAT idea). Armored troops are now an imposing force on the battlefield.
Although in this regard, one thing I find amusing is the scripting for the spikes in the mauler...my guess is that they have some function scripted so that their velocity slows over time to a set level. Because if you shoot the gun up in the air, the once fearsome spikes come down as softly as snow-flakes.
In any case...
fantastic job on making each weapon, tool, and actor more unique and balanced. I really liked the overhaul!
My own thoughts/suggestions for CC:
Now yes, feel free to stop reading here if you wish.
However, I would like to share some ideas which I think would drastically enhance, balance, and improve the game to drastic degrees.
Order PresenceNow of course
when you play by yourself, it's fun ordering stuff straight down over the AI whether it be the delivery of actual bombs from a dropship, or just loading a drop-crate full of bombs and skuttling it over opponents. But when you
play with other people this can be quite detrimental to game play. Yes yes, "You can go by the honor system and agree not to do that" but I think it would do well, both because of this aspect, and to balance gameplay, to introduce something I dub
Order Presence. Quite simply, if you are going to order something at a location, you must have presence there. To put it literally: you can only order in craft within a range determined by, and in proximity, to the location of units under your command. Whether it be your very own brain, an expendable clone trooper, or a lowly crab. This could also give rise to units which would serve solely to increase this range...maybe something like a Comsat tower? Or perhaps a troop with a radio? This way you can't just order down an entire army
directly on top of your enemy's base: first you must assault, establish yourself, and
then you can call in the cavalry. I think this would serve both to limit players exploiting drop-bombs, and also balance out the gameplay a little more.
FactionsNow as it stands there's not really any point to having separate factions, save for having an excuse for people to be fighting each other in the campaign. I think multiplayer would benefit if players had to
choose a faction to play as during the skirmish. Have it so players have to match their taste and preference in play-style and weapons to some given faction. It detracts a little from the game when there's no adversity to combating your opponent; I played with a friend where for him was his first time playing, but he was good at games. His strategy was to just buy whatever I bought because he knew it'd be good. Why not realize the rivalry of the Coalition and Ronin? The Dummies against all other organics [and maybe even give the robots their own faction]? It would bring
strategy to multiplayer rather than just
tactics, I guess is what I'm trying to say.
Your enemy is coalition? Harass their digging-units, because a blow to the coalition's wallet will keep their weapon tech. at your level.
Fighting Ronin? Use weapons they'll have difficulty combating such as grenade launchers, flamers, and maulers.
Dummy invasion? Best dig some pits in front of your base to keep the Dreadnaughts out.
Perhaps trade-star itself could be a faction, using just the vanilla content
Buy Menu SimplificationNow this one I think is
really important. Whether it be my friend Katie, who is not an avid gamer, my friend Austin (the guy who bought whatever I bought), or playing with 3 other friends that love this game, the buy menu is problematic. It is cluttered; having every item and faction listed means the lists are displayed incredibly small, and preparing a load-out is a little convoluted. By convoluted I mean, nowhere are you told that in order to equip an actor with an item, you must place the actor in the load-out first followed by the item. And let's say you make a preset right? Two robots, each with a vanilla shotgun (one of my fav. combos). But what happens if you want to modify it so they have pistols and shields? Can you just take out the weapons and replace them with new items? Nope. You have to start over the entire thing from the first actor in the ship (and doing this with a gamepad is, to put it lightly, tiresome).
This is also a positive aspect I think modifying the
factions would bring in, is a drastic reduction in the clutter of the load-out.
But aside from that, I think the buy menu could benefit extremely well from some different mechanics, and constraints. The particular constraint: have it so that craft have a limited number of occupants they can carry [ex. Dropships carry 2, Rockets carry 2, Drop crates carry 1]. Not only does this prevent abuse of load-outs (e.g. crab-bombs), but also opens the opportunity to make the buy menu simplified. I took a little time in paint (over 9000 hours etc) to demonstrate just how I think a stream-lined buy menu under these changes could turn out.
So, rather than having these long lists of
every actor,
every weapon, as it currently is...
The use of factions, and a constraints on the craft capacity, could make it something like this...
Now that's just an idea for how it could look...but regardless, just look at how much area taken up by the buy menu you could potentially discard! Now I don't know how many of you have tried playing this with more than two people but at that point the buy menu nearly takes up your entire screen, you have to hunt through these lists, if you want to alter any preset or otherwise you have to sit there knocking out every item and then putting it all back in, and so on. You spend at least as much time rummaging through the buy menu as you do playing the actual game. My friends Austin and Katie were both daunted by the amount of content in the buy menu; so much so for Austin that he just gave up.
One other thing, while not directly in the buy-menu but certainly related to it, is the actual action of ordering the craft. As I mentioned earlier, a favorite and simple load out of mine is two robots, each with a vanilla shotty. But when I want to bring in a standing-army, or reinforce my base before a heavy-attack, it is time-consuming to do. I have to open the buy menu, hunt down the buy-button, and place a ship. Open the buy menu, hunt down the button, place the ship. I think it'd be a great convenience if we could more readily make simple-orders en mass. For example, how about if we're in the mode for placing the craft delivery point, we can hold down shift while clicking, and call down several drops of the same order in a row? Or simultaneously? Something like this would be great.
The End!If you made it this far thanks for reading! Please share your thoughts, whether about this post, or about how you felt with this latest build of CC!