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2 is strange. I'll never understand the train of thought that went into mouse hatred from the beginning. I was one of the people that wished to use a mouse to aim on the 8 directions instead of everywhere, since my fingers don't like to cooperate with my brain on the keyboard, but work great with a mouse.
As for Shattered Haven... I quite like it. Truth be told, it's not the greatest game, and still needs work. But it provides what I expected of it, and I enjoy it for what it is. The same goes for the original AVWW. I have quite a soft spot for Tidalis too... an Arcen game, no-one has hardly played or heard of. I'm not a fan of the match 3 genre of puzzle game, but that really was an enjoyable game.
Still, if this is not for you. Arcen are returning to the Strategy realm with Skyward Collapse. That is certainly one game I can see being awesome. That is of course providing Chris Park pours the labour of love into it the same way he did (and still is) with AI war. The idea of being a God where you have to balance 2 sides and prevent them from destroying each other, whilst ensuring they engage in all out war is an innovative concept too hard to ignore. I can't wait for it!
Anyway, yeah, it's fun. And so is AI War. And so is Skyward Collapse.
I'll stop now before I start acting like too much of an Arcen fanboy.
If it put any doubts into the minds of certain Arcen followers, Skyward is certainly a redemption.
That's not really a fanboy comment either... Well partially it is. But the game still is as brilliant as I hoped for!
That said, I have my copy of Skyward collapse and am dying to play it.
After about two and a half hours, me and my partner were pretty much done. The graphics aren't much of a leap, mainly due to the engine. In fact, I think all of the shortcomings come from the engine that isn't finely tuned for an action-rpg experience. There are a lot of *really* cool ideas and innovations that would work if it were closer to Terraria or Starbound's engine.
Arcen still has my respect and business though, after all, I didn't even pay for this sequel. I can't think of many game developers that would go so far out of their way to please their customers.
However, the reason I see it as a step sideways instead of a step backwards is the turn based side of AVWW 2 did a decent job of adding direction to the game. In AVWW it was just a grind fest to see how far or how deep one could go before dying or retreating, but in AVWW 2, the level would have a relic stashed away, a generator to destroy, or some other objective for the player to chase down to benefit the resistance. And the snippets of storyline the bosses throw out are pretty good. It was the same idea of finding snippets of storyline that made me go back to AVWW 1 for another 10 hours of gameplay when they introduced the backstory / lore in it.
I hope, if AVWW 3 or a spiritual successor is in the works, they take the combat, exploration, and spell variety of AVWW 1 and combine it with the survivor and turn-based ideas of AVWW 2, That would probably be a step forward.
The part that always got me about AVWW ( and a related game "Intrusion 2" ) was that it felt way too much like an old flash game, something you would find on New*grounds (Why is that site censored?).
The aesthetics around flash games was that you were basically making animated models that worked like puppets ( Think QWOP ) . The way the animations / movement / combat / etc work in AVWW is 99% identical to a low budget flash game. Now while the "behind the scenes" work could be a lot different, the front end of the game is rather low quality, and blocky in functionality. Both the AVWW games play like they are paper cutouts , sumerged in water or in deep space (where gravity has little hold on them) and everything functions on a very strict line pattern; meaning that if you wanted to do something you had to picture a string being stretched out from your character, and only the things that fall onto the line can be interacted with.
IMO, i never found the games interesting or interactive. While the creative designs around some of the mechanics sounded intriguing (like the tactical map sections) , the execution of them were basic at most, and not all that flashy ( not saying its a graphical issue like 1080p graphics, but that it lacks pull and imagination ). I could never get it out of my mind that i was playing a new*grounds game, since the game just played identical to one ( the main reason i cant play intrusion 2 either ).
Ditto.
This one requires 5 times more movement precision than the first AVWW, to dodge enemy attacks, yet you are stuck with spells that are a pain to aim, since you must move yourself in order to shoot anything that isn't directly in front of you (and most of the time you'll still have to crouch, taking hits yet again because you're not moving).
I didn't die in AVWW until 15 hours into the game, and that because I got overconfident and refused to use an escape scroll. In AVWW2 by turn 5 I had died twice. It's too frustrating and I'm not gonna keep playing.
I loved AVWW sometime, because of it's strange aesthetic and music. Sooo mystic! But in the long run, it felt very boring for me.
So, AVWW2 instead was some crazy fun! I liked the idea of using a controller and the need of dodging bullets by moving, jumping, crouching, etc... while attacking. I have to say, though, the game was not very well balanced (in many stages it was tooo easy, and suddenly so hard thaat the boss did me damage equal to 3 times my full hp meter o-O, that's not normal).
Well! They were good in some ways.