Thank you. This is a way better review compared to Mortismal. You were gushing over nostalgia, but still gave your honest thoughts on how good the gameplay is. :) My only concern is you mentioned that there's no random generation of maps/areas? Doesn't that hurt the replayability of the game as a roguelite?
Thanks for watching! Regarding the maps, I would prefer interesting maps designed by a clever person good at their job over procedural stuff any day. Not saying games can't have randomized maps or anything like that, but this is a game with a small scope so having nice maps instead of a small company trying to somehow tune algorithms is probably better. The combat encounters are randomized though, it's not just the same fight over and over, there will be different enemies/objectives/locations within the map/etc. So I think it works really well for this kind of game. You get some randomness but not just pointless randomness. I don't think totally random maps would prolong the time you would spend with this game, for most people the progression will dictate that.
It is a great game indeed... but too goddam short. I mean, I don't need a 120+ h game to feel that it's great, what I mean is that this game feels is in early access. Only 4 biomas... maybe with 12, it could be the best tactic game of the year, but well, let's hope for the new content.
People praise it but I'm like not worth it. Ignoring some problems, there nothing that feels progress, no upgrades, just different kits and more mods to add to the loot pool, nothing to boost your hp, def, movement or able to gain more exp, or whatever. It took three times to get a clear but those first two fails gave me nothing to get my characters to have a better start.
The animation looks, I don't know, a bit stiff and seems to lack the personality of the classic games. It's hard to get past, but at least it makes me want to play Metal Slug 3. Thanks for the coverage!
I think that's maybe because the art style here is a lot more pixely. When you're playing it you're paying attention to so many things that it doesn't feel stiff, at least to my eyes. But I also didn't have the expectation that animations would be as fluid as a 2D action game, so maybe that's why it looks nice to me.
@@poplovegaming It always was pixely though. I haven't tested it yet, but i'm gonna just use reshade to add scanlines and crt effects to this game. I just tried it, I can confirm it works with reshade. It looks FANTASTIC with the crt scanline effects.
As a big fan of the Metal Slug series and a devout fan of core tactics games, this is everything I wanted to hear in a review and more.
I loved Metal Slug back in the day but I hate turn based combat... Yet, I'm sold to try it. The graphics alone look fantastic.
I was already highly interested, but once I saw the kof crew was in there, instant buy.
Love metal slug. Love turn based strategy. Must buy 🔥
All what you are say is awesome. Instant buy, perfekt for Stem Deck.
@@ToMiBriX I think right now there are some text/UI scaling issues on the Deck, but should be fixed in an update soon according to devs
thank you final fastasy tactics (b ' ' )b
Thank you. This is a way better review compared to Mortismal. You were gushing over nostalgia, but still gave your honest thoughts on how good the gameplay is. :)
My only concern is you mentioned that there's no random generation of maps/areas? Doesn't that hurt the replayability of the game as a roguelite?
Thanks for watching! Regarding the maps, I would prefer interesting maps designed by a clever person good at their job over procedural stuff any day. Not saying games can't have randomized maps or anything like that, but this is a game with a small scope so having nice maps instead of a small company trying to somehow tune algorithms is probably better. The combat encounters are randomized though, it's not just the same fight over and over, there will be different enemies/objectives/locations within the map/etc. So I think it works really well for this kind of game. You get some randomness but not just pointless randomness. I don't think totally random maps would prolong the time you would spend with this game, for most people the progression will dictate that.
It is a great game indeed... but too goddam short. I mean, I don't need a 120+ h game to feel that it's great, what I mean is that this game feels is in early access. Only 4 biomas... maybe with 12, it could be the best tactic game of the year, but well, let's hope for the new content.
People praise it but I'm like not worth it. Ignoring some problems, there nothing that feels progress, no upgrades, just different kits and more mods to add to the loot pool, nothing to boost your hp, def, movement or able to gain more exp, or whatever. It took three times to get a clear but those first two fails gave me nothing to get my characters to have a better start.
Did you beat it so fast? :o
I played ahead of release with a review code that was provided to me.
The animation looks, I don't know, a bit stiff and seems to lack the personality of the classic games. It's hard to get past, but at least it makes me want to play Metal Slug 3. Thanks for the coverage!
I think that's maybe because the art style here is a lot more pixely. When you're playing it you're paying attention to so many things that it doesn't feel stiff, at least to my eyes. But I also didn't have the expectation that animations would be as fluid as a 2D action game, so maybe that's why it looks nice to me.
@@poplovegaming It always was pixely though. I haven't tested it yet, but i'm gonna just use reshade to add scanlines and crt effects to this game.
I just tried it, I can confirm it works with reshade. It looks FANTASTIC with the crt scanline effects.
Had no problem getting victory screen in the Tutorial. Your game probably just glitched or something.
Is this Cross-Progression? I want to be able to play on mobile, console, and PC with all my data when I switch.
Not that I'm aware of, I didn't see anything in game about importing saves/progression.