FasterThanLight's Sequel Into The Breach
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“Faster Than Light” (FTL) was a very cool game.
You basically got to play as the captain of a starship. Gameplay would be like
“Divert power from the shields to the weapons. Target their engines!”.
But the game was also ‘rogue-like’. The gameplay didn’t take place in a single
crafted, designed campaign of missions. The ‘campaign’ was procedurally
generated. – So, in each playthrough, the encounters and opportunities to get
better equipment or crew members would be different.
The gameplay was split between the 1-on-1 starship combat, and the overworld
where the player navigates through a graph of nodes. The end goal is to beat the
final boss, a super-starship.
– The dynamic is, I think, that you’ll fail most of the time. But every now and
then you’ll win.
FTL is a popular game. I’d say I enjoyed it. Mostly.
A sequel just came out. And I’d say I kinda enjoy it, but it’s not really for
me.
Superficially, the game is quite different from FTL: aesthetically, it’s a
combination of “Pacific Rim” and “Fire Emblem”/“Advance Wars”. Giant mech robots
fighting giant aliens.
The overall gameplay is surprisingly similar to FTL, going by the above
description. It’s got gameplay split between an overworld, and the
robots-vs-aliens. Procedurally-generated so different experience each time. etc.
It is different from FTL in that the combat is turn-based (like “Fire
Emblem”/“Advance Wars”, or any “x Tactics” game) rather than the real-time
action of FTL.
And the end-boss isn’t against a gigantic monster.
But overall, pretty much any detail I can think of is essentially similar to
FTL. Huh.
The dynamic feels a bit closer to, e.g. XCOM’s.
Your team is there to save the world. You have to make the trade-offs for which
things you can save, and which things you can do without.
– I think the game is fun for that reason. But I don’t enjoy it as much. Since
the game is ‘rogue-like’, and each game is short: if the game starts going
unrecoverably sour, then I can just start a new game and hope for better luck.
It does sometimes feel like ‘luck’.
The robots-vs-aliens turn-based mode is less “turn based combat” and more of a
puzzle about the constraints.
Each of the robots-vs-aliens mode last about 4 or 5 turns. In each turn, there
are a couple of aliens; and a couple more will spawn each turn. So usually the
gameplay in each turn is to eliminate/neuter the aliens in that turn.
I do enjoy the puzzle-based gameplay.
But … I don’t enjoy the dynamics involved with the constraints.
e.g.:
Killing the aliens means your units gain a bit of experience.
If the aliens damage any of the cities, it’s very bad.
Completing the optional objectives in each of the maps is good; you get a
reward if you don’t miss any of them.
You can restart … a turn. (You can’t restart the map, or undo anything less
granular than a turn).
Completing the optional objectives also earns you points which you can spend
after every 4 battles. But you don’t get many points, and can’t upgrade your
units very much.
– Throughout a really good game on easy, I was able to half-upgrade all three
of the units. (Or was it fully-upgrade one, mostly upgrade another, and the
third unit didn’t do much?).
The game just feels a bit too ‘scarce’ for me.