Publicado: 30 de junio
Análisis de acceso anticipado
+ Better controls than in Herzog Zwei (HZ should've been on a different platform with twinstick control)
+ Online matchmaking for up to 6P 3V3 (1V1 couch in HZ)
+ Custom unit loadouts (not making custom units in-match like in Warzone)
- too many cosmetics. A fish-like chopter drops down an ice cream truck that turns out to be a disguised rocket launcher.
- parts, crafting, camp management.
It takes 12 blocks of scrap and a set of hardpoints to make a slightly faster-firing artillery unit.
- did I mention my bleeding hatred of MANNHOLE crates/keys and their variants in other games? Well, this one has many crate variants (but, luckily, only 2 key variants, one only opens PAX crates)
A fine successor to Technosoft's Herzog Zwei, ruined by over-complicating the metagame. Was better with a simpler unlock chain. Also, autospawn sucks - it reduces strategy aspects, esp. on one-laners. You can just avalanche Shooter (sniper) units and keep sending more of them automatically to keep the avalanche growing.
Plus, designing cosmetics took away resources needed to finish the game, else it'd already be released.
Generally, an "almost complete fine little game" turned into an 'early beta of a never-coming AAA", bloated with flying cakes, birdy helmets, etc. What next? Witch alternate for the Zipper (biker) unit?
Flushed a buttload of time and cash in expectation of soon-to-come Prime features but now I'm blooped off. Artist VS coder balance is difficult to maintain.