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Rapporter et oversættelsesproblem
The reason the game is rated so horribly, is because the dev released it in a state which most would call unfinished, so the critics judged it as a finished game....which it wasn't.
Here, Data can explain it in detail....
http://steamcommunity.com/app/209670/discussions/0/558753803715267243/
For the record, I enjoy it, and anything the game is currently lacking in is generally fixed with the many, many mods for this game (chiefly the campaign, which Weegee has several super duper mods for).
Also, it's definitely not for everyone, it has a steep learning curve and some rather unconventional control model, but the sandboxyness of the game is stuning, not to mention it's easy to mod and has a workshop support.
1. Development has been painfully slow, and the lead dev takes year-long vacations every once in a while. The game has gone mostly unchanged for years.
2. The game has very little content, few features, and the interface is bare bones. Without mods it's fairly simplistic and empty. Campaign mode is lame and feels really shallow and unfinished; most of the fun will be found in a heavily modded Scenario Battle mode.
Basically, gameplay is painfully slow in spite of being an RTS, the AI is as dumb as the digging tools they use to kill themselves with, the control scheme is awkward to use and impossible to change, models still have a chance to explode for no discernable reason, but to top it all off I think the worst offense is that the developer took a lot of people's money and then vanished for ten years. We were sold this game being told it was Early Access Alpha, one of like two at the time, but now it's on Steam being sold as complete even though the only thing they did was add broken Steam achievements and trading cards.
Worms, despite being turn-based and played by physically passing a controller between two humans, was still faster-paced than Cortex Command is after eleven years in development.
XCOM, despite being rather infamous for the number of troops you could lose at any given time, was fair in the way it determined who lived and who died. Cortex Command has no fairness. You control one body at a time, while the remainder of your army is given the barest minimum of intelligence needed to point a gun or to properly dig off the edge of the map (WHICH STILL HAPPENS, DON'T LIE TO ME AND SAY IT DOESN'T). That said while your soldiers will point their guns they will seldom shoot those guns, because of a five second delay to keep them from being "too powerful" which is to say "alive without your control". Meanwhile the enemy AI can not only control multiple units but can also shop for more of said units. They have no delay in firing, and with these advantages they will, in the course of a regular campaign, steamroll you in every fashion, leaving you to spam cheap units just to survive a simple bunker incursion. Just not too many cheap units because too many units on the map causes all units to explode, and as said before the AI is capable of outproducing you in every way possible so they will be back up to full numbers in no time while you are left with your defenses in shambles.
But there is one thing people are saying that is true, and it is that there is no other game that fits this particular genre (that of a 2D physics-driven platformer RTS with an emphasis on resource gathering), that will even try to scratch this particular itch, which is why it's so painful that Cortex Command has failed so horribly in that endeaver because it means that when someone else tries to make this game, and I mean really tries and doesn't just puddle around for eleven years, then they will be burdened with a wariness from investors who have been burned before. Like some malformed twin attached at the hip, Cortex Command will make difficult any chance said hypothetical game has of succeeding in a crowded indie market and the more I think about that, the angrier I get.
137 hours and I've never had anyone dig off the edge of the map, maybe it is possible, my AI has never done it. I do think there should be a way to modify how player AI and enemy AI work, tweak the reaction times and so on. Naturally the AI does need an advantage, because it can't really come up with the clever tactics that humans can. So to me, it makes some sense.
I've never really found unit spam to be all that helpful, I get better results with thought out presets and careful placement (yes, even during bunker invasions). It just takes some practice.
I've also not experienced the sudden actor gibbing phenomena more than a few times, and I will say that it hadn't caused me to lose a match either.
While I did appreciate the trading cards and achievements, that's really the last thing I think they should worry about. I'd much rather there be a strong focus on maximum optimization (as optimized as the engine will allow), and then content after that. I'm not going to lie, I'm not that concerned with the campaign, I much prefer the Unmapped Lands and Void Walkers mods anyway.
I wouldn't worry too much about future look-a-likes. As long as a dev has a good team, or dedicates a ton of time, I'm sure they'll do fine, regardless of Cortex Command's existance. Sure, we'll get a storm of "CLONE! CLONE! CLONE!" threads, but that's the typical Steam community, they do that for nearly every game.
And the sudden gibbing, well, steam bug is fixed, but there's still the object limit which may lead to instant gib, but that must be done deliberately.
I've lost count of the times where the AI tries to make an army and how it screws them over. It seems like half the time when the AI drops in a boatload of troops, I am able to mindlessly fire into the throng, eventually manage to hit something explosive, then kill the lot of them with the shrapnel.....or you know.....shoot out one of the engines of the drop-ship and make it land on the whole squad, that's fun too.
Originally, it was implied that there was going to be a kind of story mode. It looked really promising back then. It would have given us a series of high-quality hand-crafted levels, each with its own theme and objectives like Zombie Cave (control chip hunt), and probably bosses too. It would have been more unique and creative than the shallow faux-strategy campaign mode, that's for sure.
I can't even fathom why they went with an RTS design over the story-adventure-physics-sandbox-thingy design. To turn this into an RTS foremost was totally a shock to me... and apparently it was also a shock to the vast majority of the existing mod making community.
I gotta say I never seen a game like this in my life. Have had a lot of fun with it. My only criticisms are that it lacks multiplayer (it has local only) and the maps are not randomly generated. Other than that there are lots of weapons and things to play with.
If you happen to take over an area on the planet you can build a bunker to help defend against other brains that might land there to try to take your spot. Build your bunkers up high makes it hard for the bad guys to enter. If you want to win easily and have plenty of gold, buy some crates full of bombs and drop on the brain as soon as it lands! =P