Acrivec
★Gruba ryba
Przeklejka jednego z postów na temat #frostpunk2 ładnie wypisująca jak inna ta gra jest od #frostpunk
Let me start by saying that I have Frostpunk on disc, Steam, Epic and GOG. In total, I played about 2k - 2.5k hours, maybe much more (the disk version does not count time). For FP achievements, I created a Steam account. I'm writing this because several people in other discussions regularly accuse complainants of "you definitely didn't understand the game", "you played it wrong", "you probably only played Endless Mode", etc.
I have played the game many times in all ways, on all difficulty levels, modes, maps. And I loved it.
FP2 is a completely different game. You may like it, of course, but in my opinion a sequel should develop the idea and mechanics of its original, not create something completely different. For example, when I bought StarCraft2 I expected an RTS and I got it. If it suddenly turned out to be a 4X game, I would be pissed. And no assurances from the creators about a "change in scale" and "the effect of plot development" would change anything here.
"Larger scale"
It's just an illusion. There is a map on which the city is placed and a map of the surrounding area, as in FP1. The number of inhabitants is not 100, but 10k, but so what? Now, there are not 10 people working in coal mining, but 1,000. An expedition does not require 5 people, but 500. Writing that the game mechanics had to change to reflect this new, "better" scale is simply a lie.
"Building a City"
In FP2 you no longer build a city. You choose tiles on which the game creates a type of district and that's it. You can also add a building to the district. Boring. You don't feel like you built this city... because you didn't. In FP1, city design (especially regarding heating) was an important and fun element of gameplay. He's not here.
"Heating"
The city and districts heat themselves. You only care about the amount of coal (probably later oil or something). As the temperature drops, the demand for heat automatically increases and more raw material is consumed for heating. You have no control over the generator, nodes, radiators. Managing these elements in FP1 was fun and often determined the survival of the city.
"Survival"
Don't count on emotions related to the danger surrounding you. The city gives the impression of an empty shell, which makes the fate of its inhabitants irrelevant. These are just numbers. In FP1 every death was a tragedy, here it's just a statistic. The game has been stripped of survival elements, which greatly affects immersion.
"Immersion"
Playing FP1 made me forget about the rest of the world. Like I was reading a great book. A feeling of cold, hopelessness, a cruel world. It was amazing. I don't experience this in FP2. Empty city, changing numbers, weather and temperature that doesn't really matter. And clicking over and over again on events related to politics and factions. So boring.
"Politics"
Some people wrote that FP1 was already a political game. Nonsense! It was a game of survival. The Book of Laws helped with gameplay, but once you got the hang of the mechanics you could not use it (which added another fun challenge). Of course, refugees, social unrest, conflict between workers and engineers were all great plot elements of the game! But FP1 was still a game focused on survival, not politics. In FP2, factions, votes, laws, etc. require your attention all the time. At first they seem very interesting. Already watching the trailers of this mechanic, I was most curious. Unfortunately, the execution is terrible and simply boring. On the other hand, there are so few things to do in the game that without these factions you would be doing almost nothing.
"All sorts of nonsense"
There are a lot of little stupid things. Heat-based currency. Residents won't build a greenhouse because you don't have abstract currency. It's better to be hungry. People who want to demolish the coal mine even though a storm is approaching and they will freeze to death. Similarly with other raw materials. Expeditions set off from the city every time instead of traveling around locations like in FP1. Maybe the creators wanted to give us a simulator of idiotic inhabitants? Of course, these problems can be dealt with. Satisfying factions is not difficult, and earning Heatstamps becomes a formality. But I'm all about logic. Post-apocalyptic society behaves like a bunch of morons. This spoils the reception of the game.
"Graphics and sound"
Personally, I really like the graphics. Selection of colors, form, style. The game looks beautiful. You can complain about the quality of textures, not very readable in places and small (for me) UI. However, these are unimportant and easy to fix. Kudos to the graphic designers. However, there are very few sounds in the game. I do not know why. When they appear, they are a good fit. Just work on it and it will be great.
"At the end"
I could write much more, but who would read it? There are 3 months left until the premiere. What we see in the beta is generally the product we will receive. There will definitely be some fixes and changes, but the core of the game will definitely remain the same. So if I played the beta, I know what gameplay the entire game will be based on. And I don't like it. I don't know where 11 bit studios read that players want the next part of FP to be a different game. Is it a purely business decision because they think that such mechanics will sell better? I've been waiting for Frostpunk2 for many years. I thought I had finally made it, but I was wrong. Will FP2 be a good game, although so different from the original? Possible. I will return the copy of game and wait for some 50% sale or something. Since it's not real FP anyway, I can wait another year. I don't have the urge. And please don't call me a hater. I have the right to think that this product is poor and does not meet my expectations. Like any other customer, I make decisions with my wallet. I've been sad and disappointed since Monday.
#gry
@Acrivec No to szykuje się kolejna kiszka, szkoda.
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