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Also, stack the ♥♥♥♥♥♥♥ difficulties all the way down. I shouldn't be forced to do Hardest for 100% if I can clear Inferno. Inferno should clear ALL.
Oh, and they need join in progress along with a proper floating death cam so the noobs can see how it's done while they lie there with 150HP on Inferno.
Sandlot should bring back their legacy remote control dandy or RAD mech controls and mechanics in a bigger way that would give more variety for missions.
Since edf6 is a direct sequel to edf5, it is impossible to fully understand the story of edf6 without knowing the content of edf5.
It also makes sense for the story to have the same missions as edf5 even though it is edf6.
On the other hand, even within edf6 alone, you will probably play through many stages with similar content.
However, this is the result of edf6's greatest focus on storytelling in the series to date.
It is (in the words of the professor) "It's what we need to do."
To get out of a hopeless world.
If you do not need the story completely and only want to pursue exciting game content and beautiful graphics, you should not play edf6, which is unfortunate, but you should play other games instead.
There are no other games that properly play like EDF. We don't need ♥♥♥♥♥♥♥♥, cringe story to enjoy the gameplay and the missions. I turned off the voice on 4.1, 5 and 6 when I got them, played them in both Japanese and English, and couldn't give a ♥♥♥♥ less about the story. It's about the crazy level 100+ missions for me, and I can't stand the time wasting ♥♥♥♥♥♥♥♥ some of the missions do on 6. I'll most likely be playing DLC only once the ♥♥♥♥♥♥♥ unlock it, aside from helping some friends on the main game or doing a few select missions for people when I see limits off Inferno rooms.
Granted, one could argue that now that the series has sort of become popular (ish,) and they're charging closer to AAA prices for the games, perhaps they should be held to a higher standard. But that's just not what I come to EDF for, personally. I just want my huge number of enemies on screen, massive destruction, absurd weapon variety and sense of scale, and for some refinements and new enemy types each installment.
Where I do want them to invest a bit more effort though, is in enemy and environment design novelty. Ants and spiders (and now ETs and frog men etc.) are all well and good, but the games have begun to look a little too similar at times. As someone else said, not graphically (because that doesn't bother me personally,) but in terms of aesthetic and art direction.
I'd love to see some new environments we haven't before, like the alien homeworld, or moons, or something. And some crazier enemy designs. Not just variations on the existing flying saucers, walking fortresses, kaiju monsters, and bugs and arachnids. Something new and totally off the wall.
The fun of this series when I originally encountered it were the ever escalating moments of, "Wait... really???" every time some new crazy over the top thing would happen. The first time an army of giant robots appeared I was like, "... seriously???" or the insanely difficult final mothership that was almost laughable because you could barely even see and just had to roll constantly to have any chance at all of survival.
I want to feel that again. The giant ETs and frog people kind of did that, but I think they should just double down on and embrace the absurdity. Even more unexpected enemy types, even more environments, even more bonkers weapon types that practically serve zero utility but just exist because it's EDF and why not? Etc.
That's really all I want to see. I couldn't care less about visual fidelity personally or whether things get reused or repurposed over and over. That's just kind of the nature of EDF to me. But I do think they could increase the variety and novelty of the things in their pool of iteratively used assets and concepts, and maybe juice up the color vibrancy a bit as well. Just make it even more colorful and absurd.
edf 4.1 wasnt my first edf game, i'd already played edf 1, 2 and 3 before that but it is the one that blew me away the most when i first played it. it has in my view, one of greatest, no-nonsense, first missions of any game ever. you just jump right into action with a big army of tanks rolling down the streets and fellow soldiers shouting, shooting down massive skyscrapers with a rocket launcher and seeing screaming civilians running for their lives from swarms of the iconic black ants to greet the player's bullets. it is EDF at its purest. whoever designed that first mission is a genius.
then edf5 comes out and the first mission is a long tutorial. it's not a massive deal, but man these games are supposed to be simple arcade style shooting fun. the controls are relatively simple. we dont need a long tutorial where nothing really happens gameplay wise. first impressions matter a lot
apparently edf6 has entire missions where you dont do anything but listen to story. that has me worried. it really has...
EXACTLY! Someone gets it.
wouldnt it be awesome if we could travel to the enemy planet and invade them instead
we could see all kinds of new environments then
6 mentions a mothership on the moon. They could've at least sent us there, even if only in the DLC.
Oh yes, it's real. There are probably 4 or 5 like that, and a few others where you have to follow the NPCs around and listen to dialog before each group of enemies spawn (like the annoying cave on EDF5 was). There's also a DLC mission in the first pack that's literally just a cutscene. Like WTF
There is just no reason driving should be as crappy as it is in a 2024 game.
It's not even the driving that's so bad anymore. It's just that tanks bounce and get stuck on every little thing. It's a ♥♥♥♥♥♥♥ TANK! Come the ♥♥♥♥ on.