I realised how "distanced" FP2 was from 1 when 7 deaths in FP1 was a problem, whereas 700 in FP2 at the end was just an annoying statistic. And i loved how casually FP2 announced that statistic to convey the difference
And just imagine the apathic scale of 40K battles or even just hive cities. The loss of 100s of millions of lives reduced to a set of number in status report after one engagement, only to have 100 more replace them all.
"violence and chaos erupts from the negative steam review members. "he's lied to us! this betrayal will not go unpunished!"' comment section efficiency reduced
I think what Frostpunk 2 does well is really bank on that mood of being past the imminent extinction of humankind. People want luxuries, they want housing that's better than a berth against the cold. They want to create families, an identity and to build a life. The Frost has been around for so long that only the oldest in the city can remember what the world was like before it. And that gradually fades as 30 years after the first snow becomes 40, 50, or 60, and the City swells to match the scale of the cities of the past. Memory of life before the snow dissolves from memory into story, whatever the details become secondary to the world as it is in the present. A civil war at the end of the world? Not so far fetched when the combatants don't consider themselves living at end of the world. But a brilliant end-game idea none-the-less.
Well the end of the world stops being the end of the world after a certain point. And once people stop being old enough to be depressed about the past. We can finally have people interested in working with what they have. I'm just happy it didn't take over 200 years Bethesda. Seriously I understand that a nuclear apocalypse happened but after a certain point get over it. Stop living in tin shacks and build actual houses. Fucking sweep up the dust. The people in Frost Punk 2 seemed to get over this in like 3-4 generations. If Bethesda wrote for FrostPunk 2 there'd be a farming faction that dreams of causing global warming so they can experience a summer.
The way I kind of see the infinite resource veins in the first game vs the limited resources in the second is due to the scope of things. Like, for a small developing settlement of a couple hundred people, that ice wall of trees is basically INFINITE, especially if you’re only looking to the near future. But after 30 years of picking away at those resources, and with a society hundreds to thousands of times larger than before… yeah, that same resource will last about a half a year, one year tops.
Oh yeah no, Frostpunk 2's lowest timescale unit is a *day*, and primary is a *week*. An average "Legacy of New London" playthrough lasts 900-1000 weeks. That's around 19 years!
I'd be really excited for a Frostpunk2 expansion or Frostpunk 3 where they do this again and the endless deposits in Frostpunk2 run out, especially since they make the deposits not actually being endless more clear mechanically by actually giving them a set amount, that is high enough that it's not feasible to extract them in a run, except for the settlements which don't have anywhere to write that number down. Something like generator cities expanding far enough to have borders with eachother and properly go to war as these once endless sources begin to run out, instead of a single city having a civil war. I feel like they really try to set up the idea of these sources eventually being drained with things like the progress generator burning all the excess oil for more comfort, emphasizing a wastefulness that will come to bite them in the future.
To be fair oil should be unlimited in FP2 since well, we dont burn remotely enough for 2 mil people lol. That stuff would last at least 100-200 years min (obviously depending on size, but we use PUMPJACKS so i figure we get it from underground deposits). And the other stuff I can agree on but for gameplay I'd have preferred if we had a few actual endless resources.
I have listened extensively to the OST of the sequel, and I have noticed something fascinating: they use the leitmotiv of the storm from the first game to underline political turmoil. as to subtly remind the player that the new final boss is similar in scope to the storm, but the nature of the conflict is radically different
@@fulopmeszaros5330 I am a native spanish speaker and i genuinely thought that we wrote leit motif as a phonetic transcription of the english term late motif, but apparently I was wrong lol. the correct spelling seems to be leitmotiv
I personally think FP2’s evolution to being a 4X game was a very natural step for FP to take. Like Bricky says: We’re not just surviving anymore, we are *living.* The start of the game even supports this idea with the line: “We survived the end of the world…*now what?*” And that’s why I think the inherent disconnect to your individual citizens works so well to me, because while the Captain could afford to weigh every single decision on a person-by-person level, the Steward…can’t. The Steward has to make even more pragmatic decisions for the city than the Captain ever did, and will probably never see every single one of the *thousands* of faces that their choices affect. It’s a great way to build on the premise of the first game while preserving the game’s identity in an organic and believable way.
@@TheLordofMetroidshonestly sounds more like spinoff rather than "Frostpunk 3" Both games are about building a city and making political decisions. And the main enemy and struggle in these 2 games are environment and needs of people.
@@bloodee4508 I mean who knows if england was the only nation to mount an expedition, with the equator becoming worse off its possible that other nations sent off their own teams towards the north, wonder if they would have different technologies it being the end of coal age and start of oil usage ... (fp2)
@@youdontknowme3935 yeah, but not my point. Frostpunk, at its core, is about managing social problems, basic needs etc. of people at the end of the world and gameplay of both games lie in exactly that: managing resources and making hard moral choices when in need. It is already pretty difficult and then adding some typical paradox 4X stuff on top of that will be one hell of a game. If this ever theoretically comes out it must back down on management part of frostpunk games in favor of external diplomacy and combat stuff, which might be an interesting twist but you'll zoom out even more and further back away from morals and city planning, which is what THE Frostpunk is about.
@@bloodee4508 I forsee a possible third game to return back to its roots, but instead of a diaspora or a budding nation state, you're trying to retain the identity of a certain demographic or ethnic group that's living in this absolute faceless behemoth of a civilisation, one that's on the verge of crumbling and there's nothing you can do about it. Historically, all empires are doomed to fall, and the Frostlanders are no different. The upside is that this splintering allows smaller, more flexible groups of humans to thrive and adapt, and even carve out their own sovereignty in the world. In time, the petty states give rise to new empires, and the cycle repeats as human civilisation marches on, and perhaps, just maybe, the shattered wheel of progress is replaced and reborn anew at once.
Their early work, This War Of Mine, completely reeled me in back when it came out. It focuses on a small party of war survivors, it's also very tough and asks who you are as a moral person at times, but I think they've kept improving with Frostpunk and now Frostpunk 2. The devs donated a big part of the profit of TWoM to war charities, they're chads
I remember my first outing in this war of mine. I treated it like it was a stealth game and snuck around and whatever. At one point during my excursion I bludgeoned a man to death and hid in a closet. A woman entered the room and saw the man. Instead of raising the alarm or calling for backup, she dropped to her knees and started sobbing. One of the most impactful gaming moments I've had
I gotta be honest there is a unique story in frostpunk and frostpunk 2 that honestly still continue and if you play the first one and dlc then frostpunk 2 in order it is glorious
This game reminds me of what for me makes the Alien & Aliens movies so great. When Alien 1 was released, it was a one-of-a-kind thing that completely shook up the sci-fi horror genre with something with such a unique feel, the "old school" futuristic technology that still uses dial-up, real industrialised ships that were made for specific industrial purposes and not to look cool, and of course, the iconic xenomorph that terrorised the crew of the ship. It was a crew of unprepared workers versus a stronger, faster and smarter monster. So when the directors sat down to write Alien 2, they knew there was no way anything they made with the same formula would be as good; it would be pretty good for sure, but not unique and able to capture that "lightning in the bottle". So instead, they tried something new; instead of alien horror where the characters couldn't fight back, it was alien horror survival. Following a small military team as they tried to fight back, not just one un-killable alien, but a hoard of killable but still terrifying aliens. Was it as good as the first? That's up to the individual, but was it something unique that stood next to its predecessor rather than just trying to falsely imitate it (see almost every other sequel to a movie/ game, looking at you God of War Ragnarok)? Absolutely, and that's why both movies are fantastic, much like Frostpunk 1 and 2. Sorry for how long this comment is. I just randomly felt the need to draw a comparison between the two franchises and why I dislike most sequels.
“Hey dad, we were wondering, why is our sister named Rose” “Well you see roses are your mother’s favorite thing” “Oh, thanks dad” “No problem Ambition, Here stands New London, The Great Old Enemy, and Anger”
I would really like a continuation of the Arks scenario where you start the game having to manage two cities with very different demographics right from the start of the game.
It's really cool that Frostpunk 1 was man vs. nature with elements of man vs. man Now it's the other way around with Frostpunk 2 with man vs. man with elements of man vs. nature
The "I dont care, I saved the world!" bit made me laugh. Bricky became the Dictator in every single YA Dystopia Novel. Also the spongebob We did it Patrick we saved the city meme
Frostpunk 1 was so brilliant that I even enjoyed losing. Being stretched so thin trying to hold the city together and then being forced to make horrible decisions just to have everything collapse. Had to take a break every time I lost. What a game. 11 Bit deserves my purchase even if it is just a donation for their hard work.
Some stuff bricky didnt mention about Steam: only the stinkrims and their silly ideas about adaptations can use steam, BUT the Stalwarts can force feed the generator oil to allow heat surplus, efficiently making coats a choice inside the city instead of mandatory
Yeah I prefer to return to +20°c in my city, like I managed in FP1. All my homies hate adaptation (Except "settlement heating" & the recycle waste thing lol, that's a must)
How much you wanna bet....? That frostpunk 1 was a social experiment for players to see how they can lead a community. Whereas frostpunk 2 was a social experiment for players and how they are presidents of the dying country....
Im curious if we get a Frostpunk 3, itll have city on city conflicts, because it seems we went from a tribe to a proper kingdom, so the only place we can go is to dealing with rival kingdoms
I would love that, a semi RTS gameplay loop that could also fit with the idea of civil unrest before dealing with a rival city that you have had prior dealings/trading with. Your choices determine how many of your populos side with you or attmept to migrate to your rivals. Frostpunk 3: _Cities Will Burn_
Hi bricky! At 31:00 you played the anger soundtrack and said that they were trumpets but actually the low part are trombones (probably bass trombones) and tubas and the wave of sound that is more like the middle voice that sounds very epic and royal are french horns! I love this soundtrack as well and just thought you should know. Much love :)
0:11 omg, i just bought glowing trolli's and now i get hit with this ad? I guess im not immune to advertising afterall. Edit: i devored a pack while watching the video. Did they change the recipe? I could swear they taste different from how i remember
God I will never get tired of hearing Anger play whilst seeing the streets of New London run red, such a fantastic combo that really amplifies the theme and context of the times you will hear Anger playing, both of these are perfect visual and audio descriptors of a civil war.
Bricky thank you so much, you’re the only creator I’ve seen actually put genuine effort into your in-video adds for your sponsors. Sometimes I don’t even notice it’s happening I just think, “oh hey what it is this? Looks cool.”
There are 3 concepts the Developers are working on. They don’t know if these should be use in a future DLC or be the main focus on the third game. (1) Nation building (2) War with opposing nations (3) Post Frost world The third idea is like a reverse version of the last Autumn. I heard it called the New Spring or Post Frost. Trying to change technology from working in the cold to working in regular climate. What I know is that the first DLC is supposed to come up late March/ early April 2025.
Frostpunk 2 is a great game, but it really made me wish I could buy a new collection of scenarios for Frostpunk 1. I just really like the more intimate city building of the original.
The best way I can see how the point moved away from "surviving the cold" to "survive *ourselves* in this new world" is the whiteouts.... They are only annoying because it makes everyone just fucking turn on *you* and is a blow to your Trust....and thats it. An event that was the central focus of the first game in the second is just an annoyance and a problem to *add on* to the already big pile you have back in your city. Frostpunk 2 choices and complicated moments are a "hell of your own making" because that law and that *angry mob* didn't come out of nowhere, it came from your past choices and what you were willing to do to have more oil or heat stamps or work force
I could see an action-adventure RPG game for the setting working out well. Exploring the ruins of failed colonies, looting antique pre-freeze caches, handling faction incidents as a mercenary...
I like how you upgrade a district they rebuild it with bigger buildings. A house district become apartment blocks. Also, the hubs are cool, you can build railway hubs and air balloon hubs. It's fun looking at your city with tiny little balloons flying around it.
Frostpunk 1: makes you feel the pain of loss of a small community Frostpunk 2: makes you understand the apathy of turning people into numbers Frostpunk 1 was truly a lighting in a bottle
Again, maybe this was YOUR experience, because youve never been fucked over by beurocracy or whatever. I just dont get it how having to take care of more people makes them MORE APATHETIC???
Seeing how Frostpunk 2 is that natural expansion of the first game's premise is really cool. From city builder to 4X game. It keeps the first game a lot more relevant that you may jump back into if you're feeling like you want to micromanange a city vs a state. Very interesting choice!
Frostpunk has created many great things one such thing is great songs by The Stupendium, both your videos Bricky and these songs inspired me to get Frostpunk
Never having played the first, I absolutely love this game.. and the soundtrack is so damn good. My adrenaline was PUMPING during the civil war with the soundtrack, managing the chaos, and negotiating peace
I kind of wish we got more sequels like Frostpunk 2, yea its nice when a sequel is just *more* of the first thing, but its really great seeing people truly expand on the initial idea and premise.
The ideologies in Frostpunk 2 are absolutely whack. "We're the people of reason, let's send children to school. And also force everyone to rotate out their partners for better breeding success." "We need to adapt to the frost, let's design all our workplaces to send workers to the hospital more often." "I'm sorry steward, I can't take it anymore, why are you making us research such a radical idea as *checks notes* running workplaces without bosses?!"
That would probably be the reaction of a Neoliberal if they had to research something that would benefit the common man. A future without hierarchies or cheap labour isnt one worth living in😰😰
My problem is that the big faction conflict at the end can kind of come out of nowhere. In FP 1 the storm was very telegraphed, yo, it’s coming, gotta do stuff. In FP 2 it feels like everything’s going pretty ok, minus some grumbling, and then suddenly people are murdering each other in the streets. It’d sell it a lot more for me if there were events where maybe the guards find a secret weapons cache and speculate there could be more out there, a few brawls that turn into small riots that are easily dealt with, just any sort of escalation. TLDR there’s no setup to the payoff of the final boss.
@SMILE53335 nah I agree with op on this one. There is "conflict" up until the point you build 2 watch towers in winter home 😅 Plus winter home is just so bloody rushed! Like I was on captain survivor mode... was done pluging winterhomes holes in 20 minutes. Spent a little time building up my city, accidentally sent 100 more people than I meant to winterhome, taking it over 9k and WHAM! I was in the end game and my entire infrastructure fell apart in 2 seconds flat... all due to a war that started between 2 fervour factions that were near max reputation I didn't even get to *appreciate I was rebuilding winterhome*
@@Guywiththetypewriter I think part (not all of it, but part of it) of why this seems so jarring is that people don't understand that the factions reputation is specifically what they think of YOU. But they hate those other guys who are always whispering in your ear and polluting the good stewards mind with horrific ideas. This starts to fall apart as the civil war drags on because the belligerents start to lose this idealized view of the person they need to save from the perfidious other guys, and maybe start to think they were wrong and you are truly against them as you refuse to capitulate and kick out those nasty other guys. Because if the war goes on too long you will get no-confidenced. That's how I came to understand the reputation system, ultimately. You can't prevent the civil war because it was never about you in the first place. As far as lead-up... yeah, some more seeds of impending catastrophe would have been good. Give us those weapon caches and some violent clashes between the two ahead of time to start setting the scene and show the backslide as they go from reasonable to unreasonable.
@warmachine5835 yeah I agree for the most part. Never attributed it to the reputation system in my head It's just "lah lah lah, Stewart doing Stewart things" *1 guy is stabbed, instant war... 0_0 WW1 didn't happen immediatly after the arch Duke was shot. It took months. I think all the game needed was breathing room where, no matter what you do, you slowly see the seeds of war grow after the stabbing. Like have it where you can investigate the caches and stuff post stabbing to give you more of a clue as to when shit will hit the fan (like the lense tech from FP1)
I have to disagree with Bricky on a number of points here. Frostpunk 2 is not a 4X game, it's a city builder. It's just a city builder with some depth and complexity to it, and more things to manage than the first game. It's a more macroeconomic game that is centred around running... a city! and the politics that is needed to make a realistic city run. People aren't going to do what you want just because, you will have to convince them into it in the real world, and thus in game. You also do get a lot of reactivity from writing controversial laws. Nearly everything majorly controversial will get some manner of event that is to some extent 'yeah you voted on that, but people don't like your law and are trying to get around it' and you will have the option of either altering your enforcement of that law to blunt its impact, or cracking down on your enforcement (with different benefits and penalties for doing so). Factions will also push you to repeal the laws they find most controversial and aggravating. Citizens if anything give you more feedback and pushback in Frostpunk 2, whereas in Frostpunk 1 you could speedrun becoming a tyrant and throwing people into the generator without any trouble, regardless of whether the community wanted that or not, which felt a little unrealistic at times (who cares if hope and discontent are out of whack, all I have to do is wait a few more days and I can pass a law to make them permanently go away with no repercussions!). In my opinion, Frostpunk 2 is a better game. But it is a more difficult, and a more realistic game. By my third playthrough of Frostpunk 1, I was utterly bored because I could minmax the game so well that the only challenge to the game came from artificially depriving myself of tools the game gave me. Frostpunk 2 feels like a high-intensity, anxiety-laden balancing act even on lower difficulties. The dissonance in the audience seems to stem from issues similar to my experience here. Frostpunk 1 is heavily a resource management game, where you can minmax extremely efficiently and the real difficulty comes only until you have production optimised, and then it's a cakewalk unless you artificially limit yourself. Frostpunk 2 is more of a 'true' city builder where everything is a precarious balancing act that requires very careful forward planning and minmaxing is very difficult due to the need to manage multiple systems at once, with the difficulty ramping up over time as you run out of more and more resources and have to balance an increasingly deteriorating political situation. You know, like real life! And I think that's the dissonance where you had a lot of people coming in expecting a spreadsheet simulator, and were instead put in charge of the city of London in the 1920s, complete with aggressive political factions that get into fights in the streets.
Nah man not really I signed privatized housing which somehow gets you more housing and money and literally no negatives in most play throughs, only when I tried ruining my city on purpose did I get a homeless event. It’s fixable, but as of now you just mostly get one extra piece of text after the law passed, which simply sets the vibe, not really changing much. Or you get an option to make law more or less effective and radical, like paid essentials but with welfare packages for the poor. I agree that in FP1 you could really speedrun tyranny, but in FP2 if you figure out how to lead in all your research and laws as promises for factions you will easily get a faction that you did everything against, and yet they at least tolerate you. Promises giving boost to all factions despite being made to one kinda breaks the point of backlash. And no, FP2 is easier. All the micro stuff is gone, generator just runs and figures its consumption out, you either turn overdrive on or off, that’s it. The econ stuff would be hard if some choices weren’t just overpowered. Adaptation is just better, salvaging factory is the only industrial building you’ll ever need, dense housing block is just better, simply put 4 districts next to a health hub and you covered your housing for half the game. Logistics teams don’t die in the storm, all exploration is safe as long as you build two buildings or one building and one law. Trust just needs to be above 0, no point in making it high, your only bottleneck that matters are heatstamps and faction relationships, both covered by promises. The only hard part is initial 50 weeks, before the second taxation and population growth, then it smoothes out.
@@SMILE53335but political factions aren’t hard. Just promise things and do them lol, it’s your only interaction, look at law options, figure what you want and play around promising to pass what you want. Like the only time politics gets somewhat hard is the civil war, before that it’s pretty predictable and planable.
@@pomamoba What difficulty are you playing on, easy? If you don't think carefully and plan out your build order in advance in Frostpunk 2 on normal or higher, you *will* brick your run by letting too many people freeze to death or starve to death. You can't research your way out of every hole like in Frostpunk 1 because by not researching something else you are potentially letting an entirely different problem spiral out of control in the time it takes you to research the 'overpowered' choice, and there are no total fixes for a given problem, unlike in Frostpunk 1 (looking at you, House of Healing), as well as laws and research not being independent of each other. Plus, all the things you mention as making the game 'easier' are trivial nonsense. 'Logistic team no die in storm' Yeah and they don't die in Frostpunk 1 either if you have the attention span of a gecko and recall them before the storm kills them. 'Just build more/advanced building' wow really? I hadn't thought of that. Can I just build housing and only do the good researches in Frostpunk 1 and win too? Why yes I can! Frostpunk 1 easy game for babies. /s 'All exploration safe if you spend a brickload of resources on it' Okay, cool, all exploration is permanently safe in Frostpunk 1 without the brickload of resources and you will never, ever lose a scout team unless you really try to. 'Just promise everything, who care about trust' Okay casul, that's how I know you play on easy. Faction promises only increase their favour by a teeny tiny amount (whilst annoying another faction 9 times out of 10), and force you to research useless stuff, repeal laws you rely on to get stuff done, or build useless buildings. They're next to useless. Trust is just a less annoying version of hope and discontent, and I'm glad it more or less takes care of itself. Remembering to hit the overpowered 'fix hope no downsides' button every once in a while was annoying. As an even funnier side bar, the 'micro stuff' makes Frostpunk 1 trivial and almost laughably breakable once you work the game out. You can rotate sick people who could still work in and out of hospitals by staffing and unstaffing them, manipulate deconstructing the cookhouse to get people to work faster, and other such tricks that let you break the game to its limit. Go watch DDRJake, that man broke Frostpunk 1 to hell and back. The 'micro stuff' being gone makes Frostpunk 2 much more difficult.
@@SMILE53335 I think a lot of people liked Frostpunk 1 because on easy it's easy and you can get a nice vibes run through a game and feel like you barely survived without being challenged too much, where you can do some memey 'the children yearn for the mines, give little Timmy a prosthetic and send him back out' stuff. To quote someone else, Frostpunk 1 is a single-player RTS masquerading as a city builder. Those people then being confronted with something a lot closer to a classic city builder with a politics simulation, a lot more shades of grey, and very little memery, and they get upset because they wanted more amputee child miner 12000 simulator and less mayor of a city in hell simulator.
I've been waiting for this so i can decide if I REALLY want the sequel to one of my favorite games of all time, such is the state of the game industry lately
"is it held back by the name Frostpunk" I suspect its more held back the name "Frostpunk 2". despite being an obvious sequel in a narrative sense to Frostpunk, the change in gameplay systems might have been more well received if this was "Frostpunk: New Empire" or some other kind of Subtitle. Like in hindsight if The Last Autumn had been slightly more expansive and called "Frostpunk 2" that would have acted as a better gameplay sequel than Frostpunk 2. Have the Frostpunk Games be more intimate while Frostpunk: Empire is the 4X gameplay of FP2.
"The dead don't pay taxes"? With your help, we can change that.
Such is the power of Nagash.
They can serve the colony in other ways.
Anyone up for some Panaceum?
God dammit, its even here xD
As far as i am aware skeletons dont feel cold
lmfao i read this comment at the EXACT moment bricky said that line in the vid
you just take taxes from their living relatives instead.
Good to see Violin-Section-Of-The-City-Must-Survive-Song grew up to carry on the family tradition.
I was waiting for it
Had to carry the torch, less the fans riot through the city
I realised how "distanced" FP2 was from 1 when 7 deaths in FP1 was a problem, whereas 700 in FP2 at the end was just an annoying statistic. And i loved how casually FP2 announced that statistic to convey the difference
Reminds me of that Stalin quote. "The death of one is a tragedy, the death of millions is a statistic."
@@RetroRadianceLight Dangit you mentioned that quote first xD
But yeah, that's disturbingly fitting
Think my old habits from FP1 are still around as I still try my best to not get avoidable deaths like exploring deadly territories or such
And just imagine the apathic scale of 40K battles or even just hive cities.
The loss of 100s of millions of lives reduced to a set of number in status report after one engagement, only to have 100 more replace them all.
@@stevenmaswabi-zz9kt Happiest warhammer moment, sometimes you almost forget that they blow up planets with hundreds of millions/billions of lives.
"hear ye hear ye, Bricky has just announced that frostpunk 2 is a good game"
all community's rise in favour
soooo thankful he liked the game. was so tired of people complaining it ‘didn’t feel like frostpunk 1’
[Everybody liked that]
Because it IS a good game. So many people hating it just because it is not FP1 is genuinely sad to see. Most of its issues existed in FP1 too btw.
"violence and chaos erupts from the negative steam review members. "he's lied to us! this betrayal will not go unpunished!"'
comment section efficiency reduced
Trust Rises
Tension falls
Really though, FP2 is a good game as I really like the human nature aspect of the game and how angry people can get.
Bricky has already finished his Night Lord LARP with the 98 Children Incident
Ah yes, of course, "incident".
To a night lord 98 children is a light warmup
98 children knew the risks
Ave Dominous Rox
98 children.... brother that was a a picnic in the snow....
Compare that to his preliminary medical trials kill count.
I think what Frostpunk 2 does well is really bank on that mood of being past the imminent extinction of humankind. People want luxuries, they want housing that's better than a berth against the cold. They want to create families, an identity and to build a life. The Frost has been around for so long that only the oldest in the city can remember what the world was like before it. And that gradually fades as 30 years after the first snow becomes 40, 50, or 60, and the City swells to match the scale of the cities of the past. Memory of life before the snow dissolves from memory into story, whatever the details become secondary to the world as it is in the present.
A civil war at the end of the world? Not so far fetched when the combatants don't consider themselves living at end of the world. But a brilliant end-game idea none-the-less.
Well the end of the world stops being the end of the world after a certain point. And once people stop being old enough to be depressed about the past. We can finally have people interested in working with what they have. I'm just happy it didn't take over 200 years Bethesda. Seriously I understand that a nuclear apocalypse happened but after a certain point get over it. Stop living in tin shacks and build actual houses. Fucking sweep up the dust. The people in Frost Punk 2 seemed to get over this in like 3-4 generations. If Bethesda wrote for FrostPunk 2 there'd be a farming faction that dreams of causing global warming so they can experience a summer.
The way I kind of see the infinite resource veins in the first game vs the limited resources in the second is due to the scope of things. Like, for a small developing settlement of a couple hundred people, that ice wall of trees is basically INFINITE, especially if you’re only looking to the near future. But after 30 years of picking away at those resources, and with a society hundreds to thousands of times larger than before… yeah, that same resource will last about a half a year, one year tops.
Oh yeah no, Frostpunk 2's lowest timescale unit is a *day*, and primary is a *week*. An average "Legacy of New London" playthrough lasts 900-1000 weeks. That's around 19 years!
on top of that, the average length of an frostpunk run is 30 days
I'd be really excited for a Frostpunk2 expansion or Frostpunk 3 where they do this again and the endless deposits in Frostpunk2 run out, especially since they make the deposits not actually being endless more clear mechanically by actually giving them a set amount, that is high enough that it's not feasible to extract them in a run, except for the settlements which don't have anywhere to write that number down. Something like generator cities expanding far enough to have borders with eachother and properly go to war as these once endless sources begin to run out, instead of a single city having a civil war. I feel like they really try to set up the idea of these sources eventually being drained with things like the progress generator burning all the excess oil for more comfort, emphasizing a wastefulness that will come to bite them in the future.
To be fair oil should be unlimited in FP2 since well, we dont burn remotely enough for 2 mil people lol. That stuff would last at least 100-200 years min (obviously depending on size, but we use PUMPJACKS so i figure we get it from underground deposits). And the other stuff I can agree on but for gameplay I'd have preferred if we had a few actual endless resources.
I have listened extensively to the OST of the sequel, and I have noticed something fascinating: they use the leitmotiv of the storm from the first game to underline political turmoil. as to subtly remind the player that the new final boss is similar in scope to the storm, but the nature of the conflict is radically different
Or another explanation: "They knew they hit it BIG with old soundtrack and just injected good parts into new soundtrack"
Vergil: I am the storm who is approching...
@@Kairax Stop underminding art
You mean leit motif, right? Sorry, not trying to be a smartass, just curious.
@@fulopmeszaros5330 I am a native spanish speaker and i genuinely thought that we wrote leit motif as a phonetic transcription of the english term late motif, but apparently I was wrong lol. the correct spelling seems to be leitmotiv
I personally think FP2’s evolution to being a 4X game was a very natural step for FP to take. Like Bricky says: We’re not just surviving anymore, we are *living.*
The start of the game even supports this idea with the line:
“We survived the end of the world…*now what?*”
And that’s why I think the inherent disconnect to your individual citizens works so well to me, because while the Captain could afford to weigh every single decision on a person-by-person level, the Steward…can’t. The Steward has to make even more pragmatic decisions for the city than the Captain ever did, and will probably never see every single one of the *thousands* of faces that their choices affect. It’s a great way to build on the premise of the first game while preserving the game’s identity in an organic and believable way.
I'd be cool if the 3rd game is a true 4X with like different empires and trade and warfare and stuff.
@@TheLordofMetroidshonestly sounds more like spinoff rather than "Frostpunk 3"
Both games are about building a city and making political decisions. And the main enemy and struggle in these 2 games are environment and needs of people.
@@bloodee4508 I mean who knows if england was the only nation to mount an expedition, with the equator becoming worse off its possible that other nations sent off their own teams towards the north, wonder if they would have different technologies it being the end of coal age and start of oil usage ... (fp2)
@@youdontknowme3935 yeah, but not my point.
Frostpunk, at its core, is about managing social problems, basic needs etc. of people at the end of the world and gameplay of both games lie in exactly that: managing resources and making hard moral choices when in need.
It is already pretty difficult and then adding some typical paradox 4X stuff on top of that will be one hell of a game.
If this ever theoretically comes out it must back down on management part of frostpunk games in favor of external diplomacy and combat stuff, which might be an interesting twist but you'll zoom out even more and further back away from morals and city planning, which is what THE Frostpunk is about.
@@bloodee4508 I forsee a possible third game to return back to its roots, but instead of a diaspora or a budding nation state, you're trying to retain the identity of a certain demographic or ethnic group that's living in this absolute faceless behemoth of a civilisation, one that's on the verge of crumbling and there's nothing you can do about it.
Historically, all empires are doomed to fall, and the Frostlanders are no different. The upside is that this splintering allows smaller, more flexible groups of humans to thrive and adapt, and even carve out their own sovereignty in the world. In time, the petty states give rise to new empires, and the cycle repeats as human civilisation marches on, and perhaps, just maybe, the shattered wheel of progress is replaced and reborn anew at once.
Who up sending they children to the mines
Omg me >.
✅✅✅
If the children didn’t yearn for the mines why are they called minors?
They yearn for the mines
Out here, just straight sending them. And by “them”, well, let’s just say the children.
Their early work, This War Of Mine, completely reeled me in back when it came out. It focuses on a small party of war survivors, it's also very tough and asks who you are as a moral person at times, but I think they've kept improving with Frostpunk and now Frostpunk 2. The devs donated a big part of the profit of TWoM to war charities, they're chads
I remember my first outing in this war of mine. I treated it like it was a stealth game and snuck around and whatever. At one point during my excursion I bludgeoned a man to death and hid in a closet. A woman entered the room and saw the man. Instead of raising the alarm or calling for backup, she dropped to her knees and started sobbing. One of the most impactful gaming moments I've had
Did someone just mention oil?! 🇺🇸🦅
Was waiting for that joke...
Dat shit is mine!
DAT SHIT IS MINEEEEE *SCREAMING EAGLE* *GUNSHOTS* *O SAY CAN YOU SEE*
Dat shi is mine!!! 🦅🦅🇺🇸🇺🇸🇺🇸🇺🇸
WTF is a KILOMETER🦅🛢️🧨🗽🔊🇺🇲
When the post-war founded German candy corporation becomes sponsor of the video about post-apocalyptic city builder. Awesome!
Full circle 😉
Didnt know they were a thing in the states
A German Candy company sponsoring a Californian talking about a polish game about British people freezing to death.
@@Noschyreally? I feel like they've always been around growing up, and I'm 31.
@@void-creature Mr. Worldwide
I gotta be honest there is a unique story in frostpunk and frostpunk 2 that honestly still continue and if you play the first one and dlc then frostpunk 2 in order it is glorious
I like the fact that they mention the outposts in the main story of FP2 from The Edge dlc which was a sequel story to A New Home.
This game reminds me of what for me makes the Alien & Aliens movies so great. When Alien 1 was released, it was a one-of-a-kind thing that completely shook up the sci-fi horror genre with something with such a unique feel, the "old school" futuristic technology that still uses dial-up, real industrialised ships that were made for specific industrial purposes and not to look cool, and of course, the iconic xenomorph that terrorised the crew of the ship. It was a crew of unprepared workers versus a stronger, faster and smarter monster. So when the directors sat down to write Alien 2, they knew there was no way anything they made with the same formula would be as good; it would be pretty good for sure, but not unique and able to capture that "lightning in the bottle".
So instead, they tried something new; instead of alien horror where the characters couldn't fight back, it was alien horror survival. Following a small military team as they tried to fight back, not just one un-killable alien, but a hoard of killable but still terrifying aliens. Was it as good as the first? That's up to the individual, but was it something unique that stood next to its predecessor rather than just trying to falsely imitate it (see almost every other sequel to a movie/ game, looking at you God of War Ragnarok)? Absolutely, and that's why both movies are fantastic, much like Frostpunk 1 and 2. Sorry for how long this comment is. I just randomly felt the need to draw a comparison between the two franchises and why I dislike most sequels.
I think this is a really good comparison.
Hear hear. The change of gameplay change is the most fitting change that could have happened. Frostpunk 2 is the most logical step forward.
30:44 I love the callback to the video on the original frostpunk! The "Anger" track is such a banger.
That's the reason why my city is in chaos every play through
@@toastygame6534 you’re telling me you plunged our city into chaos so you could listen to a soundtrack?!
“Yes” * throws lit match onto oil stockpile*
I did that in The last autumn to hear "the inevitable" so yes
27:45 "Democracy is for the people, by the people, but the people are frostbitten"
I applaud your great quote
“Hey dad, we were wondering, why is our sister named Rose”
“Well you see roses are your mother’s favorite thing”
“Oh, thanks dad”
“No problem Ambition, Here stands New London, The Great Old Enemy, and Anger”
1:47 Bricky activates his child kicking insticts and sacrifices 98 kids perish in the mines to keep the coal mine going
frostpunk's 2010 glass & smoke UI style is impeccable
I found temperature gauge in bricky game clips only by late 3/4 of video. While in og game it was front and center an the POINT of "FROST"punk.
I would really like a continuation of the Arks scenario where you start the game having to manage two cities with very different demographics right from the start of the game.
Omg that would be amazing
@@theggfloupin4084 They were pretty close, maybe one map with 2 generators? For mega heat pain lol
“You’ve survived! Congrats! Now welcome to POLITICAL SCIENCE!!”
No! Take me back! I don't wanna live in a society!
Alright, off to the colonies you go, citizen XD
Trumpets!? THAT WAS TROMBONES AND HORNS BRICKY!! AAAAAH
Middle brass bois stand up!
As a former trombone player, the brass work in Frostpunk 2 gives me a tromboner.
Definitely just trombone and french horns lol
@@warmachine5835my shit was at 7th position when the horns dropped
Holy shit is that the red mist
I don't mind seeing Bricky's flesh form, the brick form was giving me body dysmorphia over my own lack of 90 degree angles
It's really cool that Frostpunk 1 was man vs. nature with elements of man vs. man
Now it's the other way around with Frostpunk 2 with man vs. man with elements of man vs. nature
NAH I HEARD OIL, THAT SHIT IS MINE
*racks shotgun*
You best step on out if you know whats good for you
No, it's mine!
It's all Nuln Oil
The "I dont care, I saved the world!" bit made me laugh. Bricky became the Dictator in every single YA Dystopia Novel. Also the spongebob We did it Patrick we saved the city meme
Huh Trolli does sponsorships?
Also: GERMANY MENTIONED WOOOHOOO
Thats a weird change for sponsorship. Nice change of pace for once after thousands of online subscription, greedy free-to-play games, G-fuel etc.
get your bratwurst, lederhosen and kegs of bier. prost!
Frostpunk 1 was so brilliant that I even enjoyed losing. Being stretched so thin trying to hold the city together and then being forced to make horrible decisions just to have everything collapse. Had to take a break every time I lost. What a game. 11 Bit deserves my purchase even if it is just a donation for their hard work.
Bricky: the dead don’t pay taxes
Inheritance tax: allow me to introduce myself
We can get them at least once!
Some stuff bricky didnt mention about Steam: only the stinkrims and their silly ideas about adaptations can use steam, BUT the Stalwarts can force feed the generator oil to allow heat surplus, efficiently making coats a choice inside the city instead of mandatory
Yeah I prefer to return to +20°c in my city, like I managed in FP1. All my homies hate adaptation (Except "settlement heating" & the recycle waste thing lol, that's a must)
30:46 , this is a great returning joke from the first video
I like to imagine the steward going across a tightrope blindfolded while trying to hold an egg without crushing it or something along those lines
Don’t make his job harder then it already is
@@tbd6682J its just a metaphorical description of his job
@@sovietpowersupereme6231 Yeah I know I’m just joking 🙃
@@tbd6682J Ah sorry I had just woken up when I made that comment
Brickys next sponsor should be rocky mountian candy co and carmel apples
i deadass just said to myself a half hour ago. Man I wish Bricky didn't just post once a month. then this drops. Divine Intervention personified.
Start the monthly timer! Lol
Troli and a Frostpunk 2 he’s made it boys. Give the man a round of applause
Clap
Clap
Clap
STOMP STOMP
Give this man a round of caramel apples.
Bricky frostpunk oiled up
“Ain’t no party like a frostpunk party”
@@Jackalmercenary-t7y WORD IS FROST 🗣
Damn she bad is that frost??🗣🔥🔥
Babe wake up new Bricky vid just dropped
How much you wanna bet....?
That frostpunk 1 was a social experiment for players to see how they can lead a community.
Whereas frostpunk 2 was a social experiment for players and how they are presidents of the dying country....
Bro mine was thriving, did you take adaptation by any chance? lol jk ofc
So glad the "why did you name me that" kid came back for the sequel
Im curious if we get a Frostpunk 3, itll have city on city conflicts, because it seems we went from a tribe to a proper kingdom, so the only place we can go is to dealing with rival kingdoms
I would love that, a semi RTS gameplay loop that could also fit with the idea of civil unrest before dealing with a rival city that you have had prior dealings/trading with. Your choices determine how many of your populos side with you or attmept to migrate to your rivals.
Frostpunk 3: _Cities Will Burn_
"Rock and Stone"
- The children, yearning for the mines
Hi bricky! At 31:00 you played the anger soundtrack and said that they were trumpets but actually the low part are trombones (probably bass trombones) and tubas and the wave of sound that is more like the middle voice that sounds very epic and royal are french horns! I love this soundtrack as well and just thought you should know. Much love :)
FP1: the city must survive, at all cost
FP2: we survived, what now?
the fuckin' "98 CHILDREN?" thing still kills me. Also hey brickle, where's those mass effect reviews? :3
Congrats! I think Trolli may be the biggest sponsor I’ve ever seen a content creator I’ve personally watched get.
Konrad Curze would be proud with the way you govern your people Bricky.😺
I'm glad that "violin section in the city must survive" got a brother
a'ight, Frostpunk 3 should be an RTS with diesel punk mechas and polar bears.
Frostpunk 1: The City Must Survive
Frostpunk 2: The City Must Not Fall
Frostpunk 3: Cities will _BURN_
@@williamaldred335 The City must EXPAND
13:58 What a totally dystopian fanastical idea that we totally aren't starting to consider
God youre American arent you?🙄🙄
Who is doing that?
0:11 omg, i just bought glowing trolli's and now i get hit with this ad? I guess im not immune to advertising afterall.
Edit: i devored a pack while watching the video. Did they change the recipe? I could swear they taste different from how i remember
Precognitive advertisement
@@StolenTheif advertising so good it effected me through time and space
God I will never get tired of hearing Anger play whilst seeing the streets of New London run red, such a fantastic combo that really amplifies the theme and context of the times you will hear Anger playing, both of these are perfect visual and audio descriptors of a civil war.
30:44 HE DID THE THING
Bricky thank you so much, you’re the only creator I’ve seen actually put genuine effort into your in-video adds for your sponsors. Sometimes I don’t even notice it’s happening I just think, “oh hey what it is this? Looks cool.”
There are 3 concepts the Developers are working on. They don’t know if these should be use in a future DLC or be the main focus on the third game.
(1) Nation building
(2) War with opposing nations
(3) Post Frost world
The third idea is like a reverse version of the last Autumn. I heard it called the New Spring or Post Frost. Trying to change technology from working in the cold to working in regular climate.
What I know is that the first DLC is supposed to come up late March/ early April 2025.
Frostpunk 3 will be about YOU being a kid from the mines that starts a revolution
Frostpunk 2 is a great game, but it really made me wish I could buy a new collection of scenarios for Frostpunk 1. I just really like the more intimate city building of the original.
FIIIIINALLY!!!!!! I waited years for this!!!! My history with this channel started with frostpunk, one of my fav videos.
Bricky, The Children Yearn For The Mines!
It is the oil rigs now!
As a "Builders" mode enjoyer, I found them yearning for the medical apprenticeship
@27:45 Genius. Goes hard & is hilarious, great script writing Bricky
The best way I can see how the point moved away from "surviving the cold" to "survive *ourselves* in this new world" is the whiteouts....
They are only annoying because it makes everyone just fucking turn on *you* and is a blow to your Trust....and thats it. An event that was the central focus of the first game in the second is just an annoyance and a problem to *add on* to the already big pile you have back in your city. Frostpunk 2 choices and complicated moments are a "hell of your own making" because that law and that *angry mob* didn't come out of nowhere, it came from your past choices and what you were willing to do to have more oil or heat stamps or work force
"And that's particularly frightening when the people pissed at you wrestle polar bears for fun."
That's one hell of a sentence.
"What are you kids doing out here, shouldn't you be suffocating in the mine?"
Or The oil rigs?
I tend to really enjoy the social aspect of city/colony building as a sociologist and historian by trade, so I might pick this one up.
I want bricky to make a video about bannerlord for no other reason than i like it and would like to see him talk about it.
"War... War never changes."
Somehow feels fitting for the endgame boss.
Bricky finally got the entire economic output of germany as a sponsor, what a glorious day indeed
I could see an action-adventure RPG game for the setting working out well. Exploring the ruins of failed colonies, looting antique pre-freeze caches, handling faction incidents as a mercenary...
I suppose i never wondered what Elder Scrolls or WoW would taste like lmao
I really liked Frostpunk 2.
Me too!
I like how you upgrade a district they rebuild it with bigger buildings. A house district become apartment blocks. Also, the hubs are cool, you can build railway hubs and air balloon hubs. It's fun looking at your city with tiny little balloons flying around it.
@Bricky How many feral children would you leave behind in exchange for GW licensing the Frostpunk crew to make a Hive City manager?
Your sponsorship validates the mountain of Trolli worms I ate as a kid to get the Trolli plushy worm.
Frostpunk 1: makes you feel the pain of loss of a small community
Frostpunk 2: makes you understand the apathy of turning people into numbers Frostpunk 1 was truly a lighting in a bottle
Again, maybe this was YOUR experience, because youve never been fucked over by beurocracy or whatever. I just dont get it how having to take care of more people makes them MORE APATHETIC???
@@aturchomicz821 25:55
At this point, we can expect Frostpunk 3 to be a Total War game but extra snowy
HOLY CRAP TROLI? I love those sour gummy worms
Seeing how Frostpunk 2 is that natural expansion of the first game's premise is really cool. From city builder to 4X game. It keeps the first game a lot more relevant that you may jump back into if you're feeling like you want to micromanange a city vs a state. Very interesting choice!
Secures oil fields
The random surviving American
"I sense a disturbance, as if someone with a british accent just acquired our black gold..."
Wow youre sooo original!! Im sure no one has thought of the same joke before you did!😂😂
Frostpunk has created many great things one such thing is great songs by The Stupendium, both your videos Bricky and these songs inspired me to get Frostpunk
1:54 GO NIGHT LORD GO
Never having played the first, I absolutely love this game.. and the soundtrack is so damn good. My adrenaline was PUMPING during the civil war with the soundtrack, managing the chaos, and negotiating peace
Tolli?! 😂😂 dude that's random 😂 greetings from germany 😅
I kind of wish we got more sequels like Frostpunk 2, yea its nice when a sequel is just *more* of the first thing, but its really great seeing people truly expand on the initial idea and premise.
The ideologies in Frostpunk 2 are absolutely whack. "We're the people of reason, let's send children to school. And also force everyone to rotate out their partners for better breeding success." "We need to adapt to the frost, let's design all our workplaces to send workers to the hospital more often." "I'm sorry steward, I can't take it anymore, why are you making us research such a radical idea as *checks notes* running workplaces without bosses?!"
That would probably be the reaction of a Neoliberal if they had to research something that would benefit the common man. A future without hierarchies or cheap labour isnt one worth living in😰😰
My favourite RPG this year. Roleplaying as a guy named Stewart has never been so much fun (and torture).
My problem is that the big faction conflict at the end can kind of come out of nowhere. In FP 1 the storm was very telegraphed, yo, it’s coming, gotta do stuff. In FP 2 it feels like everything’s going pretty ok, minus some grumbling, and then suddenly people are murdering each other in the streets. It’d sell it a lot more for me if there were events where maybe the guards find a secret weapons cache and speculate there could be more out there, a few brawls that turn into small riots that are easily dealt with, just any sort of escalation.
TLDR there’s no setup to the payoff of the final boss.
There is a LOT of setup for it. It all starts after you decide what to do with Winterhome.
@SMILE53335 nah I agree with op on this one.
There is "conflict" up until the point you build 2 watch towers in winter home 😅
Plus winter home is just so bloody rushed!
Like I was on captain survivor mode... was done pluging winterhomes holes in 20 minutes.
Spent a little time building up my city, accidentally sent 100 more people than I meant to winterhome, taking it over 9k and WHAM! I was in the end game and my entire infrastructure fell apart in 2 seconds flat... all due to a war that started between 2 fervour factions that were near max reputation
I didn't even get to *appreciate I was rebuilding winterhome*
@@Guywiththetypewriter I think part (not all of it, but part of it) of why this seems so jarring is that people don't understand that the factions reputation is specifically what they think of YOU. But they hate those other guys who are always whispering in your ear and polluting the good stewards mind with horrific ideas. This starts to fall apart as the civil war drags on because the belligerents start to lose this idealized view of the person they need to save from the perfidious other guys, and maybe start to think they were wrong and you are truly against them as you refuse to capitulate and kick out those nasty other guys. Because if the war goes on too long you will get no-confidenced.
That's how I came to understand the reputation system, ultimately. You can't prevent the civil war because it was never about you in the first place. As far as lead-up... yeah, some more seeds of impending catastrophe would have been good. Give us those weapon caches and some violent clashes between the two ahead of time to start setting the scene and show the backslide as they go from reasonable to unreasonable.
@warmachine5835 yeah I agree for the most part.
Never attributed it to the reputation system in my head
It's just "lah lah lah, Stewart doing Stewart things"
*1 guy is stabbed, instant war...
0_0
WW1 didn't happen immediatly after the arch Duke was shot. It took months.
I think all the game needed was breathing room where, no matter what you do, you slowly see the seeds of war grow after the stabbing.
Like have it where you can investigate the caches and stuff post stabbing to give you more of a clue as to when shit will hit the fan (like the lense tech from FP1)
Ah, beautiful; another Bricky Frostpunk video for me to rewatch every couple months or so.
Deep Roock Galactic where BRICKY
23:54 From what I could see, 11bit desgined the UI based on art deco era of 1919 to 1939 to accompany the dieselpunk asthetic of the game.
damn i really caught this the second it uploaded huh
Love the profile pic! 😊
I'm so happy the studio made another game so we could have a sequel to your review of the last one!
Is Trolli trolling Bricky with this video?
Not going to lie. But out of all my years of being on UA-cam i never would have thought trolli will sponsor anybody. What a time to be alive...wow
I have to disagree with Bricky on a number of points here. Frostpunk 2 is not a 4X game, it's a city builder. It's just a city builder with some depth and complexity to it, and more things to manage than the first game. It's a more macroeconomic game that is centred around running... a city! and the politics that is needed to make a realistic city run. People aren't going to do what you want just because, you will have to convince them into it in the real world, and thus in game. You also do get a lot of reactivity from writing controversial laws. Nearly everything majorly controversial will get some manner of event that is to some extent 'yeah you voted on that, but people don't like your law and are trying to get around it' and you will have the option of either altering your enforcement of that law to blunt its impact, or cracking down on your enforcement (with different benefits and penalties for doing so). Factions will also push you to repeal the laws they find most controversial and aggravating. Citizens if anything give you more feedback and pushback in Frostpunk 2, whereas in Frostpunk 1 you could speedrun becoming a tyrant and throwing people into the generator without any trouble, regardless of whether the community wanted that or not, which felt a little unrealistic at times (who cares if hope and discontent are out of whack, all I have to do is wait a few more days and I can pass a law to make them permanently go away with no repercussions!).
In my opinion, Frostpunk 2 is a better game. But it is a more difficult, and a more realistic game. By my third playthrough of Frostpunk 1, I was utterly bored because I could minmax the game so well that the only challenge to the game came from artificially depriving myself of tools the game gave me. Frostpunk 2 feels like a high-intensity, anxiety-laden balancing act even on lower difficulties. The dissonance in the audience seems to stem from issues similar to my experience here. Frostpunk 1 is heavily a resource management game, where you can minmax extremely efficiently and the real difficulty comes only until you have production optimised, and then it's a cakewalk unless you artificially limit yourself. Frostpunk 2 is more of a 'true' city builder where everything is a precarious balancing act that requires very careful forward planning and minmaxing is very difficult due to the need to manage multiple systems at once, with the difficulty ramping up over time as you run out of more and more resources and have to balance an increasingly deteriorating political situation. You know, like real life! And I think that's the dissonance where you had a lot of people coming in expecting a spreadsheet simulator, and were instead put in charge of the city of London in the 1920s, complete with aggressive political factions that get into fights in the streets.
Finally, someone who understands this game.
Nah man not really
I signed privatized housing which somehow gets you more housing and money and literally no negatives in most play throughs, only when I tried ruining my city on purpose did I get a homeless event.
It’s fixable, but as of now you just mostly get one extra piece of text after the law passed, which simply sets the vibe, not really changing much. Or you get an option to make law more or less effective and radical, like paid essentials but with welfare packages for the poor. I agree that in FP1 you could really speedrun tyranny, but in FP2 if you figure out how to lead in all your research and laws as promises for factions you will easily get a faction that you did everything against, and yet they at least tolerate you. Promises giving boost to all factions despite being made to one kinda breaks the point of backlash.
And no, FP2 is easier. All the micro stuff is gone, generator just runs and figures its consumption out, you either turn overdrive on or off, that’s it. The econ stuff would be hard if some choices weren’t just overpowered. Adaptation is just better, salvaging factory is the only industrial building you’ll ever need, dense housing block is just better, simply put 4 districts next to a health hub and you covered your housing for half the game. Logistics teams don’t die in the storm, all exploration is safe as long as you build two buildings or one building and one law. Trust just needs to be above 0, no point in making it high, your only bottleneck that matters are heatstamps and faction relationships, both covered by promises. The only hard part is initial 50 weeks, before the second taxation and population growth, then it smoothes out.
@@SMILE53335but political factions aren’t hard. Just promise things and do them lol, it’s your only interaction, look at law options, figure what you want and play around promising to pass what you want. Like the only time politics gets somewhat hard is the civil war, before that it’s pretty predictable and planable.
@@pomamoba What difficulty are you playing on, easy? If you don't think carefully and plan out your build order in advance in Frostpunk 2 on normal or higher, you *will* brick your run by letting too many people freeze to death or starve to death. You can't research your way out of every hole like in Frostpunk 1 because by not researching something else you are potentially letting an entirely different problem spiral out of control in the time it takes you to research the 'overpowered' choice, and there are no total fixes for a given problem, unlike in Frostpunk 1 (looking at you, House of Healing), as well as laws and research not being independent of each other.
Plus, all the things you mention as making the game 'easier' are trivial nonsense. 'Logistic team no die in storm' Yeah and they don't die in Frostpunk 1 either if you have the attention span of a gecko and recall them before the storm kills them. 'Just build more/advanced building' wow really? I hadn't thought of that. Can I just build housing and only do the good researches in Frostpunk 1 and win too? Why yes I can! Frostpunk 1 easy game for babies. /s 'All exploration safe if you spend a brickload of resources on it' Okay, cool, all exploration is permanently safe in Frostpunk 1 without the brickload of resources and you will never, ever lose a scout team unless you really try to. 'Just promise everything, who care about trust' Okay casul, that's how I know you play on easy. Faction promises only increase their favour by a teeny tiny amount (whilst annoying another faction 9 times out of 10), and force you to research useless stuff, repeal laws you rely on to get stuff done, or build useless buildings. They're next to useless. Trust is just a less annoying version of hope and discontent, and I'm glad it more or less takes care of itself. Remembering to hit the overpowered 'fix hope no downsides' button every once in a while was annoying.
As an even funnier side bar, the 'micro stuff' makes Frostpunk 1 trivial and almost laughably breakable once you work the game out. You can rotate sick people who could still work in and out of hospitals by staffing and unstaffing them, manipulate deconstructing the cookhouse to get people to work faster, and other such tricks that let you break the game to its limit. Go watch DDRJake, that man broke Frostpunk 1 to hell and back. The 'micro stuff' being gone makes Frostpunk 2 much more difficult.
@@SMILE53335 I think a lot of people liked Frostpunk 1 because on easy it's easy and you can get a nice vibes run through a game and feel like you barely survived without being challenged too much, where you can do some memey 'the children yearn for the mines, give little Timmy a prosthetic and send him back out' stuff. To quote someone else, Frostpunk 1 is a single-player RTS masquerading as a city builder. Those people then being confronted with something a lot closer to a classic city builder with a politics simulation, a lot more shades of grey, and very little memery, and they get upset because they wanted more amputee child miner 12000 simulator and less mayor of a city in hell simulator.
My favourite thing about the building is because of hubs you still end up building in circles like in the first game.
As a dedicated Stalwart...Bricky...the coal life does, in fact, leave.
Nah gotta get them coal liquefactors running to make sure the people stay nice and toasty on their morning commute by heating the pavement.
I've been waiting for this so i can decide if I REALLY want the sequel to one of my favorite games of all time, such is the state of the game industry lately
"is it held back by the name Frostpunk" I suspect its more held back the name "Frostpunk 2". despite being an obvious sequel in a narrative sense to Frostpunk, the change in gameplay systems might have been more well received if this was "Frostpunk: New Empire" or some other kind of Subtitle. Like in hindsight if The Last Autumn had been slightly more expansive and called "Frostpunk 2" that would have acted as a better gameplay sequel than Frostpunk 2. Have the Frostpunk Games be more intimate while Frostpunk: Empire is the 4X gameplay of FP2.
Congrats on the sponsorship. Brickyard made it to the big leagues
1:17 to skip sponsor
I’m gonna keep it a buck, that’s the only sponsor I’ve ever wanted to watch, fucking love trolli
@@baileytalbot1669 So do i, love gummy candy but a sponsor is a sponsor in the way of the content people came for
@@fishpop you are a traitor to the gummy candy community
@@baileytalbot1669 I am not, i merely provide a convenience for others
@@fishpop you merely discriminate against the gummy candy community