Carpet_pissr wrote: Tue Jul 25, 2023 11:01 pm
If you two "early finishers" (!) could give your personal score, from 1-100 or something, I would love to hear it. Or read it. Or decrypt it if you're into that.
I'm not one to assign a numerical score as I think it can be misleading. However, I can give some impressions that give more information as they also explain where I'm coming from.
1) I really enjoyed playing it. I'm stopping after 62 hours because of burnout, but I almost never finish long games like this so that's not a reflection of the game. I like to learn new things, whether it's from a book or a game. There is a lot of learning to do in JA3 to play it better and because the difficulty ramps up. I'm stopping now,
not necessarily forever, because I don't feel like I'm learning new stuff at this point.
2) I didn't care if it was like or not like JA2. It's been long enough that I don't remember how JA2 played and anyway that's pretty immaterial to me. I tend to judge games on what I find in them, not what I
expect to find in them. It did take a few hours of playing before I got really into enjoying the game, but I expect that. I'm always suspicious of Steam reviews if there is less than ten hours of gameplay recorded.
3) I played with the default difficulties and no mods. I don't think the game is too hard or too easy, because the game allows the player to adjust how they play. If it seems too hard it's might be because you're not adapting your gameplay to the game.
4) The tactical layer is very good. The maps are all very nicely built and give a real feeling of uniqueness to each sector. Combat might not be XCOM or Phoenix Point, but that doesn't matter to me. It does take a few hours to understand a lot of the nuances. And later in the game you'll have access to weapons that will allow you to adjust your tactics. But you'll also run into tougher enemies so you'll
need to adjust your tactics. And after you control a sector, exploring that map for items like meds or loot adds a nice extra activity.
5) The operational layer is also very good. It might seem a bit simplistic, but again there are nuances in the geography, like that fact that to cross the rivers you need to be at a port or a bridge. Which means that if you cross the river to a side where you don't control a port, you'll need to fight to control one. And the map layout also dictates how the enemies sends their units and how they send them will drive you to adjust your movements. There are also things like time to consider. Saving meds by letting mercs heal without them is a reasonable alternative, but that's more time spent not doing anything else, and with each diamond mine petering out after a while, time is not on your side. And not to forget the importance of raising militia squads. It costs time and money, but a well placed group of militia squads might save you from having to go back to that mine to take it back from the enemy.
6) The variety of weapons, armor and other gear is fairly good. Some players are going to feel overwhelmed, but that's part of the game, learning what to keep, what to stash and what to scrap. For instance, I find the magazines to be a complete waste of good inventory space and always dump them, but some folks might like to keep them in inventory just in case. Upgrading weapons is cool, but again, how much stuff do you want to carry around?
7) The economy of the game is important and I think pretty well implemented. Mines are important as a regular source of income, but there are a lot of items around that can be worth cash if you look for them, or earn them during missions. And economy isn't just cash, it's also meds and scraps for upgrades. You'll be making a lot of decisions later on that need to take into account what money to have coming in and going out.
So, overall I give it two thumbs up
. It's got a good beat and you can dance to it