Spielzeit:
2098 Minuten
Tl;Dr: A good game at heart, but lacks a thought-through gameplay loop, has twice as many bugs and almost unbearable DEI elemets. Not a tactical game, but more like a light Roleplaying game.
So I basically bought this at discount, which I would also urge you to do. The game itself isnt something like Doorkickers: Colonial Marines Edition, but rather like an old RPG game, where you move your party around, click on things to gather ressources and engange enemies. The only active part that you do, is "casting" skills of your charackters and their equitment. In this fashion you walk around, try to complete objectives and handle your team as best as you can. There are 5 mayor elemts to that, Tools, Meds, Ammo, Stress and Commandopoints. Each thing is used for their respective part of the game, a.i. Ammo for reloading guns, drones and sentrys, blowing up walls, Com. Points for using special equitment like the shotgun, sniper or using abilities etc. The missions are mostly all the same pattern. Now let me tell the good things, the bad things and the ugly things.
The Good:
- The whole atmosphere is there and great, exploring these places is great and everything feels, looks and sounds good.
- The early game is very tense and very nice, you really feel like you are on the backfoot and try to play cautious
- The exploration aspect feels fresh in the early game and it feels really nice to "dungeon crawl" through the levels and find new things.
- The leveling up of the marines is very nicely done and feels great. Their are good bonuses there.
- Visiting levels multiple times is a very cool concept
- When the game hits its tones, it is really great. Defenses in tight corridors, lit only by flashlights and flares, well done and tense. Running into position while more and more pings come your way.
Now here is what is bad:
- The metaprogression (unlocking new guns, skills, tech etc.) is very superficial. The guns and their usage are locked to the marines level and generic materials. Why cant there be a way to find these and then unlock them. If there are any stat increases, I cant tell you, the game says my marine got +5 to hit, of courage, but never shows a value for that. The techs are very nice but there is nothing to it - no researchers, no time to unlock, you click and pay xeno res. and you are done. Combined with the replaying of a level that is such a huge wasted chance. The ammount of guns is also fairly limited, and not having anything else than an AR for the auto attack is also a wasted chance. Why cant I run a squad of all shotgun badasses?
- The DEI aspect. Once you realise that all good people in the story are either POC and/or female the whole thing borders on being bland. I never rescued any male doctors, and the only male doctor turns out to be "le evil white guy". The other white guy faints and dies in a cutscene and is then replaced by the mary-sue escue woman.
-The game has twice as many bugs as it needs to have. Literally, it wasnt unplayable, but often it will hinder you by things like not making your men pick up data pads, locking you into hunts or always giving you more stress. Mostly fixable with a reload of a save.
- The control of your men is basic at best. You cant give them a formation or make a single marine go to a spot for a certain action. You have to move the whole team just so your sniper can get vision or have to try your luck, hoping the guy with the flamers enters the egg-chamber of the xenos first. And if you manage to splitt your team, and one guy is attacked then it's over man. You basically can see him walk and shoot, or try to get the whole team to his rescue by running and not shooting, which likely causes him to get wounded. It does it job so well ironically, that every time it doesnt, feels like a real sting though.
- The human enemys are utter trash and braindead. The can get picked of by a covered sniper and then the next guy will walk over to their corpse, not even investigating or anything, just a day in the office. The guardians of the cult are basically just humans, but among the aliens, and they offer very little to the game, just an excuse for mixing aliens and human enemys.
- Some sci-fi aspects like plasma weapons for marines and shields for ships. Idk, kinda clashes with the retro-futuristic cassette vibe this setting goes for. Another mission to fix that plot whole or some more generic guns would have been nice instead of this.
- There are lots and lots of good ideas for perks just wasted here. Let a tecker get things done faster, let him repair armor of his fellow marines, Let the doc spray a pheromone patch to distract enemies, have better wielding so doors hold on longer or even permanently.
- The ambient storytelling is really weak. There could have been more comments and things to find, interact etc., early when the mystery of the cult is still fresh, every bit of info is great, later it really is weak.
- The level design can be hit or miss - Level 10 is likely the worst offender here, where it often takes control away, or had bad scripts that can lead to your marines walking into death. Taking away camera control in a game like this a such a cardinal sin.
The ugly:
The gameplay is done like 70%. The game heavly incentivises you to avoid being spotted by aliens, but once you unlock the mines (which are only limited by CP use), that allow for mostly one hit kills on the always respawning critters combined with the 90% times you have an all around motion tracker, you can just wait, mine and then run. Alas there is also a good enough cover system, but the game lets you only take cover behind spots it wants you to take cover, and it can be very picky in not letting your guys cover behind 2 crates but when it wants to, behind thin railing f. example. So you do get rewarded for metagaming the game and that isnt that much fun honestly. This really means you try to avoid combat as much as you can, and the game even tells you to retreat once you manage to reach the "hard" alien responce counter. Damm, that is quite the opposite of what you want to do in such a game. Tip-toeing around and trying to never get into fights.
- The stress that comes from being spotted is just always going up then, until you are out of sight long enough. This also rewards you for just playing remote bomberman with the aliens. The negatives of being to stressed are some random debuffs, that can be healed in or off mission. I guess it would have been better to make stress a thing only caught by being in direct combat and then have a more and more degrading effect on performance, like being less accurate, or taking more time for actions like unlocking doors. The stress should also go down, slowly by itself when not in combat of being hunted etc.
- Replaying levels is never a likely thing to do once you unlocked the mine and the silenced sniper. Simply put, there is no reason to do so, unless the story requires it. Why is there a datapad in Lvl 2 that points to a hidden locker in Lvl 1, or a code etc. etc.
- The story is okay until level 9, not that great. You get a sequence where the NPCs want you to clear a way for the APC to shoot at a weak part of an outer wall, once you do, they ask you put C4 on it, and then just ram into it. Same goes for the ending. That was such an utter mess, despite the location of the level being immensly great. But the game takes away your own squad and then gives you a diverse cast of NPCs that you can play now and the mary sue main charackter. They dont have a healthbar or need any ressources, and instead of getting out with everybody, the cutscene shows your marines holding out for them to just die. It really sucked that the game just gets so much worse in Level 10&11, feels like the devs didnt know how to finish their game well. The ending was just bad, really bad and left me underwhelmed.
👍 : 0 |
😃 : 0