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Recent reviews by Legendsmith

Showing 1-8 of 8 entries
28 people found this review helpful
55.1 hrs on record
Evolve's gameplay is great. It rewards coperationand teamplay from the hunters, and ingenious & diverse tactics from the mosnter players. Too bad about EVERTYHING ELSE.

The insane amount of DLC. The Grind! So much content is gated in Evolve behind ingame (or real!) currency. IT's insane. Evolve's biggest problem is that 2K and Turtle Rock never gave you enough of the game to feel worthwhile. That's what I don't think they ever understood. You can't gate THAT MUCH of a game off and still expect people to play it. Unlocking Hunters, unlocking perks, unlocking monsters, all these unlocks that take so much game time.
Other, smaller games have done this and failed too. Gimbal, a game about building and fighting with futuristic aircraft is a great example. It's dead, because so much is cut off from you at the start.
Posted April 25.
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3 people found this review helpful
1 person found this review funny
42.7 hrs on record
Play the game, play it again, realise that you're not playing it again, you're actually learning more about the story. Then you play it agian and it's not really even again at all, you're progressing the story, and there's a LOT more to that story than you realised in your "first playthrough", which wasn't really a playthrough because you're now on a totally new arc of the story and now everything you know is wrong. Or is it? Play the game, avoid spoilers. Avoid strategy guides. You get a chapter select so don't be afraid to experiment and make choices. Like self destructing on the Bunker.

Nier Automata once again proves that video games can be an extremely compelling storytelling medium that asks real questions, while being very fun and engaging at the same time. A real gem, I couldn't stop playing.
Posted December 6, 2017.
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8 people found this review helpful
269.6 hrs on record
Stellaris is not a game that I would reccomend. While it seems to offer a wide universe to play in with many different options, this is not really the case.
There is a really fundamental problem in the game's design. The most obvious symptom of this is "doomstacks". Doomstacks are how most wars go, there is one battle with all your ships vs all the enemy's ships and once that rather boring slap fight is done, you win the war. The only thing that matters is that your numbers were bigger than the enemy's. Ship design has a MINOR role in this. Unless designs are massively skewed, and they never are, it's just numbers of homogenous fleets.

But why? Lets look at where the game's complexity. It appears to be in its in ethics and government system, you have factions and influence and such. But apart from that?
Military, economy and even diplomacy are extremely simplistic and homogenised. Is it any surprise fleet combat is such? It's big numbers v numbers because that's all that matters. Only things that either have a big number or are in large numbers matter. Look at planets, losing one doesn't matter that much in mid or late game. The only thing that gives planets value is what fraction of your empire's energy, minerals, or science they produce. Large empires can easily absorb the loss of multiple planets without really much consequence because they represent a small fraction of their 500 mineral per second income. There's no depth. For such a large game I think Stellaris is actually rather shallow. Things like the endgame crises and War in Heaven (for those with that DLC) are fun, but what are they sitting on? Nothing much really. It almost feels like they're there to distract from the blandness of the normal gameplay.

There were some major complaints with the game a number of patches ago. There was nothing to do. There were no mid game events worth talking about. The game was really hollow apart from the early game rush to colonise, the late game crisis, and final empire steamroll.
But that just made me think about how the game is so shallow that it needs such events to remain interesting. Somewhere on the paradox forums the developers have said that they're not interested in making the economy deeper. That has really dampened my interest in the game, as it should yours, because it means this problem will never be fixed.

Other paradox titles like the Europa games game mechanics that aren't massively complex but there's other non-event features that provide depth. In the EU games just having terrain creates actual choices because you need to choose how to deal with it. While income is just ducats you do have choices in how you acquire and spend it. Trade, production, and taxes are all different ways and are still important. You can focus on one, make choices in how you spend your resources to enhance it. Even if you're not focusing on say, trade it's still a good idea to put a little bit of effort into interacting with that system during the game. You can take into account things like the trade goods of resources, how they change in value. You can interact with it with armies, you can scorch the earth and loot places. There's various in-game events that change their values, which change the 'trade landscape.'

Stellaris has none of these things. Planet colonisation is very simple; you colonise, you build one of the three production buildings over the entire surface plus a unity building. In the early game you might take tile resources into account but later in the game the production bonus buildings, and things like assist research mean that you should make your planets produce one resource so you can apply the planetary bonuses to as many production buildings as possible.
You have a farm planet(s) too of course but those barely need touching and in any case sectors will ensure that you have more than enough food. Energy credits are near worthless past early game, they exist to be converted into minerals and that's basically it. I'm quite sure you could remove energy credits from the game entirely and there wouldn't be a fundamental shift in the gameplay of Stellaris.
Diplomacy is very simple, and has little choice. There's standard pacts, there's federations, but can you demand a planet diplomatically? Can you demand anything, or offer something in support? Can you buy or sell ships? No.
Combat is quite simple as we know, but even worse than that is the meaninglessness of ship designs. There are a few designs that are the best and we all know, or soon will, what those are; mono-composition fleets of corvettes or artillery/lance battleships (or whatever the current hotness is). Why build anything else? Why research anything else? Fleet combat is so simple to boil down. The whole game is.

There's very little actual choice in Stellaris. There's no terrain, so you don't need to chose which way to reach your enemies. There's no trade routes so you never choose where to provide value, or what trade good to take control of, and you can never raid trade routes unlike HOI and EU. There's no economy to speak of so you can never choose to focus on this product/component/whatever over another. Even Hearts of Iron has that. As I just said, ship design is an illusory choice. You think you have options but you don't really have meaningful choices. Planetary management has very little in the way of choice, if any. In fact the choices for planets are so non-existent that sectors exist, taking those choices away from you.

Shallow gameplay, do not reccomend. The game looks nice, pity there's nothing worth seeing, certainly not for its price.
Posted May 26, 2017. Last edited May 27, 2017.
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2 people found this review helpful
29.9 hrs on record
Is this game worth buying? Maybe, if you've never played Homeworld or Homeworld before. This is definitely not a remaster. The homeworld 1 models and campaign were imported into the HW2 engine, ruining many features of the game. Apart from the multiplayer, which requires a special Gearbox account, there is just the updated textures and models. There were mods that could do this, for free. But this costs money. Pick up homeworld 2 for $10 online and you'll have the same experience, for cheaper.
Posted July 8, 2015.
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1 person found this review helpful
0.6 hrs on record
Do not buy this game. The developers are trying to do something that they can't possibly do.
Posted December 26, 2014.
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No one has rated this review as helpful yet
182.3 hrs on record
Early Access Review
Why is it 2am?
Why am I building space ships?
Only Space Engineers has the answer.
Posted December 7, 2014.
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No one has rated this review as helpful yet
277.7 hrs on record
Why you should buy SR:

Scale: You can play with a 2 system galaxy for a quick and brutal fight, or a 9000+ system galaxy for a epic game.

Customisability: Most ships you're going to be using will be designed by yourself. The ship design system is good. you're not just swapping out weapons on hardpoints, you're designing ships from scratch. You place subsystems, including life support, crew quarters, bridge, power generator, engines, etc on a grid to your liking. Where you place a subsystem matters. Got a big gun at the front? It'll be taking hits first.
There's a wide range of weapons and utility subsystems to research too. Different weapons are good at different things. Raw DPS doesn't always win battles.

Depth: Every planet has its own economy. It's not super deep on a single planet scale, but it's there, and when you consider how many planets there are... You can exploit weaknesses to your advantage. Kill farm planets to starve enemies population.
Posted November 26, 2011. Last edited June 19, 2014.
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1 person found this review helpful
193.5 hrs on record
tl;dr: Get this game if you like any strategy game.

Long version:

In AI War: Fleet Command up to 8 players fight against 2 god tier AI. In a galaxy consisting from 10, 20, 30, 40, 50 all the way to 120 star systems. (Only one planet is used per system). These planets are connected by nearby wormholes. ( actual combat takes place in the space around the planet)

Back to the AI. You might think "AI in all RTS games is♥♥♥♥♥♥"
Not in AI War. The Ai in this game doesn't pretend it's a human like in other RTS games. the AI starts off with a large numerical advantage, however not all the AI ships know that the human players are around, and therein lies the first part of an AI War strategy; subtlety. If you attempt to rush the AI, it will react. However, this doesn't mean you have to sneak around either. The AI plays by slightly different rules, it reacts differently; it can even do things that nobody programmed it to do. There's so much more I could go on about, but the space is limited.
Posted November 20, 2010.
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Showing 1-8 of 8 entries