Playtime:
0 minutes
This is a just a disappointment.
As a disclaimer, of the time of writing this review, I have only completed the IJA campaign but have made only slight progress with the USMC (more on that later).
I think the dlc definitely has potential; they added in new vehicles, weapons, and maps which are able to run perfectly on my potato computer. I never experienced a drop in frames during the campaign / quick matches, and the game saves quite frequently. The dlc makes you work with your squad, which can be difficult in the beginning when you have none, but quite interesting later on. It also fixes trenches (a bane to most maps in the base game) allowing for you to shoot over them instead of into the walls themselves.
But there are reasons why the thumb mark above this text is red and pointing down:
[h1] 1. The Capture Points: [/h1]
RwR has always been difficult and, as a potential masochist, that brings a certain amount of appeal. But something seems to be different about the capture points in Pacific. In order to capture bases, your team needs to have around a 2/3 numbers advantage over your enemy. A countdown timer counts down for 10 seconds (or 25 seconds for the last enemy base on the map) and if your team can maintain that majority for long enough, you capture the base.
One of the qualities I like about the game is the amount of bots per match. But it seems like even a small enemy squad can completely reset the countdown timer by pushing the margin by the smallest of margins. There have been times where the timer actually reached zero, only to be reset by three IJA bois who managed to wipe out a flank with four times their numbers; buying enough time for a wave of enemy reinforcements to arrive and push us out. This issue will also be covered later.
All of that is frustrating, but bearable. What isn`t bearable is what happens next. You see, in the base game, you win when you capture all of the enemy bases on the map. Not so! In Pacific, you then have to [u] hold [/u] the bases for five minutes against infinitely spawning enemies FOR FIVE MINUTES. Since this is a dlc for a game, I assume most of you know how painfully obtuse the friendly AI can be. They scatter in the face of the enemy, managing not only to forever dishonor themselves and their families, but lose some base on the other side of the map. The loss of a base, even for a hot second, completely resets the FIVE MINUTE timer.
The developers should either allow for a grace period (like overtime) for you to recapture the base, or get rid of the holding phase entirely.
[h1] 2. Maps & Map Design [/h1]
All of the maps are near carbon copies of real life islands where battles were fought. I won`t spoil them, but I will say this:
[u] THERE IS NO MAP FOR THE BATTLE OF OKINAWA [/u]
I don`t know why they left out one of the most famous and bloody battles in the entire pacific theater, but I am not impressed. However, they did replace in with probably the second greatest map in the dlc, so I will let it slide this time.
For both sides (but mainly the USMC) there is a big jump in difficulty from the first map: [spoiler] Guadalcanal [/spoiler] and the second: [spoiler] Russell Islands [/spoiler]. The first being a genuinely fun map, possibly the best in the dlc, and the second being a catastrophe. Your bois will be picked off and destroyed before they can even secure a point, with enemies even making it to your spawn point and killing you there. The problem is the design on the maps themselves. All of the maps, with the exception of [spoiler] Guadalcanal [/spoiler] and [spoiler] Operation Downfall [/spoiler] are island maps, where you launch off of amphibious vehicles (which don`t work) and capture a beach-head (which is dictated only by the will of the AI), then progress onwards. Some of the maps are long and snaky, exactly like their real-life counterparts, which unfortunately allows for enemies to easily reinforce their positions and camp you from trenches (which they can now fire over). In other maps, the maps are so wide, enemy pockets can sneak by your lines and capture your bases; bases which your bots never actually garrison with more than five men.
I have mixed feelings about the trenches and forts on the maps. Sometimes the AI possessed inhuman reaction times, shooting at bots they should not be able to see. However, since the player can also see all enemies at once, this can be excused. Some of the main features added in Pacific, and advertised in the trailers shown above, are Pillboxes and Artillery. While these are both nice, you almost never use the latter. Rather, you can get one shot off before someone with a rifle sees your character sitting still in a chair waiting for his cannon to decide that it is ready to fire again, and takes the easiest shot of his imperialist life.
As for pillboxes, [I] using [/I] them is nicer than a cool breeze on an autumn day, but facing them is a more daunting task. This is understandable, because it is literally a slab of concrete with a hole in the middle, but perhaps they are a bit too powerful. The only effective way to take them down is with Pacific`s version of the Rocket launcher, which varies with each faction but essentially behaves the same as in the base game. For some reason, your bots never carry this weapon (or don`t use it at the very least). Even when you manage to get a shot off under a hail of fire, it only does 25 percent damage. Sometimes it does less. Dying four times in order to take out one pillbox is not fun, I assure you.
Speaking of things that take far too many shots to kill...
[h1] 3. Vehicles [/h1]
Vehicles in this game are like your uncles: You never notice them when their gone, but you will [I] feel [/I] them where they`re there.
What I am trying to say is that they need a drastic overhaul. Earlier, I mentioned that the game`s version of a rocket launcher (for the USMC it`s basically a grenade tried to the barrel for rifle some reason) is too scarce and too weak. I also mentioned how it takes four or possibly more shots to down a pillbox. But imagine if a pillbox could move, crush people, and also had a small artillery piece tied to the front. That`s essentially what tanks are like in the game.
If you want the full experience of what it`s like to fight them, read the block of text about pillboxes in the earlier section, but replace pillbox with vehicle.
The game also adds in a variety of usable boats, although these are just re-skinned models from the base game. There`s a Higgins boat, which theoretically acts as a mobile spawn point, as well as an armory boat, however the AI likes to sit in the drivers seat and take a prolonged nap. I`ve never actually seen a group of bots get into a Higgins boat, and land on the beach, which would be quite an awesome and immersive sight. Instead, for the island maps, you have to swim while under small arms and pillbox fire (but rarely artillery for some reason). I know this doesn`t really relate to vehicles, but the IJA seems to have more favorable landing spots than the USMC. Unfortunately I cannot prove this, because my USMC campaign has been stuck on the second map for ages.
Other than that, there`s the standard U.S. jeep and a classy civilian sedan for the IJA.
[h1] Overall [/h1]
I think what disappoints me most is that there are loads of WWII mods in the workshop that provide an equal amount of entertainment. I think OVERLORD and WELTKREIG even have new maps, but it has been a while since I played with mods so a citation is needed. It`s just a shame to see interesting features be used in such small portions; overshadowed by minor annoying grievances.
In my opinion, the only way to have fun is the play as the IJA. I think, throughout my entire playthrough, I only saw ONE USMC vehicle, and it was hijacked by other men of the Emperor`s finest. I can remember taking part in huge banzai charges, and having fun.
Coming from an American, that means a lot.
👍 : 107 |
😃 : 2