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In DG1 there was a strong bond forming with Fletcher, you learnt new things as the story developed and you really felt for what you were saving and the arrival of Cai made you wonder even more about Fletcher's past.
In DG2 all you get is IAs cracking repetitive bad jokes at each other while moving from planet to planet.
Yep, I've turned off the audio dialog it was making me cringe... add the kiwi accent and nearly ready to throw up yikes...
For example. right now go back and play DG1 for another 100 hours. Doesn't feel as amazing as it did years ago does it?
I haven't played Defense Grid 1 as hardcore as some of the people here, but played for ~140 hours, enough to 100% the game and this was months ago so I can safely say I'm not suffering from burn out and that I concur with a lot of sentiments being mentioned here regarding DG2. I haven't completed it yet so that may change but if things continue as they are I can't see this becoming to be a game I will dedicate the same amount of time to.
I just played the last mission and I took one look at it and siged. Three red concussion towers, a few temporals and a ♥♥♥♥ ton of gun towers later, as gold was bagged I thought back to DGs final mission.. man what a warped little brain melter that was.
Only map on DG2 that has me tearing my hair out so far is split decision on hard (competive).
And that is just frustrating me rather than inspiring me to crack it, unlike many of DG1's more memorable maps.
It's a decent game - but another 50 maps for DG1 would have seen me part with the same cash.
Exactamunto
+1
I still like dg2 but yea no.1 was perfection. Well apart from teslas i suppose..
Cores - uh... when they are out of the housing, I can barely make them out. HPE, when I have aliens passing the cores to each other as they die, I *need* to be aware of where my cores are. Regardless of whatever alien carrying it or if it's in the middle of a fire fight.
Alien - I can see aliens, but I can't tell from a distant view what alien type it is. Are the aliens smaller in DG2? Also, the distinctive colours that you had in DG1 seem to be muted in DG2. The colour schemes help us to work out what we are battling with...
Towers... they look alien in design, and too alike. In DG1, your base look actually made towers look like what they were: Gun tower looked like a gun tower, complete with gun barrel, a cannon tower looked like it held hefty cannon barrels. Now we have these... curved, almost organic looking towers. Because towers need to be streamlined right?
AI + Simon Chatter - Just shut up in game. Fine if we're out of the battle, but in battle, shut it. Or at least keep it to a minimum. Fletcher on his own was just fine in DG1, as there was no one for him to bounce his lines off.
Regardless - I was looking forward to DG2 and now that it's here I enjoy it quite a bit.
DG2 has a more logical scoring system based on efficiency, but I don't think that is the real issue. It is that we cannot see (or feel) how well we are going wave after wave. Almost seems random sometimes on how this is calculated, but with it being hidden behind the scenes the player is left in the dark.
Makes it hard to get motivated to replay a level many times if scoring seems unclear.
I have put some feedback on this aspect, and hope they introduce some sort of measure into the UI to let the player know how they are tracking to complement the graph system.