There is a good community here… and I do hope that you folks manage to pound this critter into shape, but as is, for me at any rate, it is unplayable…
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For starters, the obvious… with the game’s radically changing mechanics it is almost impossible to play this thing… and while Snapshot can be lauded for the efforts made in recent weeks, the fact the game has been released in this condition raises the question of whether there was ever any real play testing. As I know some of you participated in that process you probably have a better idea than I do as to how this happened… but some parameters have been so far out of whack… the teleporting dash spell comes to mind… that it really raises some serious questions regarding this companies ability to turn out a final, playable product…
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Scaling issues are game breaking… difficulty level and troop proficiency should scale at a roughly similar pace… and both should peak near the end of the game and the final encounter. The fact that Snapshot attempted to tie enemy difficulty to player performance was wrong on so many levels. It is counter-intuitive as war simply does not scale that way. As you make gains against the enemy they get weaker, not stronger… they may be strengthened in their resolve, but their material ability to wage war is weakened, not strengthened. But what is worse… from a game design standpoint… is that you are punishing your players for winning. Whoever thought this would work probably needs to find another line of employment as game design may not be their forte…
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The story is weak to nearly non existent. I know some of you have said this does not matter to you, but it does… or you would not be concerned with realism… an argument I see bandied about a great deal. The desire for realism is the desire for immersion. That the story was added as an afterthought appears evident to me, but who knows? Perhaps some dlc down the road will start to address this, but for me… if I was going to design a game… this is where I would have started. First you build a world that people care about and want to defend, and then you develop the mechanics to make it come to life…
What works well? Why did I purchase the dlc package within days of starting up the game, something I almost never do…? It was the will system… which seems poorly understood by almost everyone including the devs… perhaps understandably, as it is a real innovation… but is a true advance in turn based gaming. It brings back the unpredictable and fluid nature of a tactical engagement. The problem with turn based games (and they are generally my preference) is that each turn happens in isolation allowing a moment by moment static imprint of the battle with the commitment adjustment to planning…The will system puts the ‘anything might happen at any moment’ tension back in to tactical play… it is the kind of innovative thinking I wish I had come up with myself. So hats off to the folks at Snapshot for this. This system has great potential, and I see it making an impact on turn based gaming for years to come whatever the future of The Phoenix Project…
Can Snapshot pull this off… possibly… I certainly hope so. And as I am already paid up on the dlc I do intend to give it another look when it is finally released on Steam… if, that is, I can encourage myself to put in the time to relearn the game. The fact that I have not even launched this critter to take a look at the Titanium release is not encouraging… and topics such as the one I saw on the new acid damage does not encourage me either, as this was so poorly thought out… well, no point in beating a dead horse. But if this game has a future it will be because of the game community here… and I will check in from time to time to gauge progress…
I do wish you folks all the best in this endeavor…