|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: Space Hulk reviews[message #324248]
|
Fri, 23 August 2013 03:22
|
|
Mauser |
|
Messages:756
Registered:August 2006 Location: Bavaria - Germany |
|
|
After having seen the game mechanics via Let's play, there is mainly one thing that strikes me strange: So, you're supposed to be a genetically altered supersoldier and veteran of countless battles, who has slain hordes of enemies (otherwise you would not have Terminator honors), you are encased in a walking tank, firing a fully automatic miniature rocket launcher (Storm Bolter/Assault cannon), which is linked to your armor's visual targeting systems, in corridors which are as wide as you are, at enemies which are as big as the corridor and never further away from you than about 30-50 or so meters.
Yet still, you manage to miss a ridiculously number of times, even when the enemy is literally standing 5 meters away from you. How is that even technically possible? I mean, what are the odds really? You are firing down straight corridors which the enemy fills out almost completely with a weapon of negligible recoil and SMG like accuracy. Even a moving (towards you) target would be hard to miss under such circumstances.
There is just a little too much random luck in the equation for me to take this seriously as a proper tactical game.
It may be a faithful recreation of the boardgame rules with its dice rolls and all that, but it still somehow does not feel right if your team of elite supersoldier walking tanks get shredded together with your carefully planned tactics, because you had a few unlucky dice rolls, thus missed an almost unmissable enemy or your gun simply jammed.
And your super tough and bulky superarmor seems to account for nothing at all in melee, which kinda defies the whole purpose of it and makes it more an encumbrance and liability than a tactical advantage in such circumstances.
Just doesn't make any sense to me. But then again, this is Warhammer 40K and maybe i am just nitpicking here...
Also, the whole gameplay seems rather repetitive and limited and the whole presentation is rather plain and utilitarian, without all the grandure and grimdark panache one is used from other WH40K games. And the way the story is told is also as plain and minimalistic as can be, almost to the point of making it unnecessary.
Overall, it strikes me as a somewhat decent game, but none that is quite worth the current price - except that i know the earnings will flow right into JA:F development, which makes it worthwhile again. At least, if the devs put a LOT more love and effort into it than into this game here.
Report message to a moderator
|
First Sergeant
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: Space Hulk reviews[message #324373]
|
Tue, 27 August 2013 10:45
|
|
JMich |
|
Messages:546
Registered:January 2011 Location: Greece |
|
|
lockieShort note , just saw The Bureau - Xcom declassified ... trailer , *shudder* , if thats what the sequel to Xcom is , I don't want to know ROFL
The Bureau is a spin-off prequel to XCOM:EU, more or less like X-Com Enforcer. Not sure if it follows the XCOM lore, but it is a different game.
On the other hand, take a look at XCOM - Enemy Within, the DLC for XCOM:EU, which should be equivalent to Gods and Kings or Brave New World for Civ V. Now to wait until November...
Report message to a moderator
|
First Sergeant
|
|
|
|
|
|