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However the game is not bad. It works well for Into the Breach and it seems to work ok in the demo so far. Is not perfect, but is still good.
While I get it that many gamers dismiss anything roguelite or roguelike out of hand, and I would rather have a savegame system and not have entire runs wiped out whenever you screw up, I think i love enough about the game to live with that aspect.
As far as why devs feel it necessary to mash up roguelikes and roguelites and collectible card games and Vampire: Survivors clones and constant screenshaking in every game genre on Steam, I guess it's just that dev lemmings must follow the crowd.
I do little curator pages for turn-based tactical games; and twin-stick shooters, and I have to say it's become tiresome trying to find games that actually fit those genres when developers now are just obsessed with mashing 3-6-10 whatever genres into a single game to the point it doesn't really fit any single genre at all. Probably that's considered innovation, I just think it's confusing as hell to would-be customers. :D
P.S. Keep in mind this game is very forgiving - you can undo ANY character's TURN immediately, as many times as you want. This is really helpful for Learning to play. ; you can undo the entire last TWO turns. Depending on difficulty you have a generous number of unit revives (Reinforcement tick boxes), and can earn more.
Lots of gamers hate rogueliktes/roguelites because they see it as an "iron man mode" because of the lack of game save options. Just this game seems quite generous in letting you screw up and experiment and "undo" and backtrack etc. :)
I'm sure the game will still be great and I'm getting it either way because I love Metal Slug so much. But it was still so deflating to learn its a roguelike.
But I can understand why people prefer a one and done game design, for time consideration or wanting to focus on the RPG aspects more, as an example.
MS:T is by no means a bad game but subjectivley, I don't particularly care for rouge-likes. The sole exception for me is the Receiver Series and that's just procedural levels and what gun/ammo/maybe flashlight they hand you, (and even then the big weakness is its frustrating progression of having to re-rank all the way back up after you die in 2 or start all the way back in the beginning at 1).
MS:T also has the misfortune of dropping their demo near the the absolutely TIGHT level design tactical breach wizards brought to the table, and I had zero expectations for that game going in.
In fairness I totally get the appeal of such a system with both the nutty combos and the replay-ability aspect of runs but to be frank, I'll always prefer a short well crafted experience over a padded messy one.
To be fair to MS:T it is faithful to the series from the animations, the references, and some of the mechanics, Its also an interesting take on the genre where its more about being brash than careful which Is a neat twist! I'll probably grab it and play through it when it comes out. But man.....it being a rougelike was a downer.
I hate this lazy approach to game design. It's a crutch adopted by people who can't design an engaging and balanced game.
I hope they tone down the rouge-like aspects or scrap them altogether. But with the release date this fall, I'm doubtful they'll change this. Which is unfortunate because otherwise this is a very solid game.
Yes, I've played rogue like games before and I still don't like the mechanic. You're aware you're posting on a discussion thread that is full of people who don't like rogue-likes, right?
What does it have to do with what I said? I don't give a damn about the others, it's about you and me answering.