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fp1 was the exemple how you can create a complex game with just a few elements, taking the few elements available and use them to the fullest, shaping them in many different ways, usually those are the most popular and ingenious games.
the most generic and forgettable games are (usually) a conglomeration of many things, all exploited in an inefficient or non charismatic way, fp2 is more in this direction.
However, I played for another few hours, I'm on chapter 4, having unlocked the new research I've seen what I can do, if I had to start again the game, I would feel more in control of my city, as if I finally knew in which direction I can go or how to optimize the times, my idea doesn't change, fp2 is not comparable to the first game (partialy subjective opinion).
If I have to express an opinion today on why fp2 hasn't achieved the success of the first one, I'd say that it's largely the HUD's fault.
each piece of information has one layer less than necessary (I mean all the information without exception)
the resources rather than having the total have these annoying - and +
status management have these initial circles of meaning that don't let me understand exactly how much squalor or criminality I really have, if at least they had put some arrows pointing up or down to indicate the trend of the city..
the same thing consequently applies to research and laws, there are these "increases" or "decreases" that always leave you confused, that have no meaning.
the search tree then remains messy.
all tied to the HUD! like drowning yourself in a glass of water!
because then the game itself is a frostpunk, it has some similar dynamics, it has some interesting ideas and has a playable base, with the exception of the construction system which remains poorly made and unsatisfactory.
the first frostpunk was 50% citybuilder and 50% management/political, we probably misunderstood, 11bit intended frostpunk as a management/political, leaving the citybuilder part to a marginal role.
I then begin to understand the complaints about the plot, I went from chapter 1 to 4 in a very short time and I was never directly involved in people's suffering, unlike fp1.
everything is obviously always subjective, I will finish the game and will hardly play it again, at most 1 more time to see if I can feel the control of the city as my own, in the end in a month I will have forgotten it, it will have left me nothing, while the first It left me with a lot on an emotional level.
even shorter comparison for my taste:
fp1 masterpiece, unique
fp2 just above average, there is better, quite unique
but it must be said that being unique is not a big problem for the strategic games, there is a big variety; then is not a big value, if i play maybe a shooter can think "i want something new" and if something original came out is a big plus.