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[RELEASE] - Frontlines 2334
Luis Dias:
So I played 2335 and half of 2334.
It seems a bit of unfinished at the margins. Things don't check out perfectly (you are told to "see what you can do about that science ship" after an event passes but you had already destroyed it... if you already found the relevant cargo, then the cargo counter should stop, detail stuff like this), and some english is a bit awkward ("Objectives: Eliminate Vasudan"). In the small cutscene at the end of 2335, a big subspace warp stops you from being able to read the white paragraph on screen... I would say that the big final entrance was too "freespace classic" and didn't really express the terror it should or could.
Ok, for the positives, I like the harshness of getting those cruisers down, there's a tactical crescendo that the player has to keep up, I especially enjoyed the one mission where you don't exactly fail, but it kinda hints you whether if you had a poor performance or a great one. It felt believable in its uncertainty of success, and felt good as a game mechanism of rewarding better play with "more" play, etc. I also noticed the cameos (the GTC Orff, the GTC Warspite, etc.). I'll finish it perhaps next week and see its end.
DireWolf:
So, I've played through the first four missions of 2334, and the campaign has potential, but I agree with Luis in that it seems a bit unfinished in places (especially in some of the briefing language). After just playing through a few hours of vanilla FS1 (in all of its 640x480 glory!), I can say that it manages to recreate what made the original games interesting, playing a small part of a much larger war effort, without the predictability of some of :v-old:'s mission design.
There were a few things I ran into, though.
In mission one, despite successful completion of all the objectives, failure music plays in the debriefing. Also, some kind of closure about what happens to the disabled Iota might add some polish, seeing as all the other missions do a fairly good job of wrapping up how the ships end up, adding to the impression that every asset counts in a punishing war.
After aiding the Hector in eliminating the cargo depot after the completion of the primary objectives, a second RTB directive is displayed.
In mission three, when the Bruiser's health drops below 50% or is destroyed, the Echo incorrectly identifies the vessel as the Corvus.
And in mission four, the Ripper discovers that it can also rip apart collision boxes.
Also, the starts of missions 2 and 3 are blindingly similar to a certain disco-themed campaign :D
Still, I'm having fun so far! It's been too long since I've played a good FSPort campaign.
Lorric:
Thank you Luis, DireWolf. Please keep that constructive feedback coming people. We hope to release a patch in the coming days to address these issues, so get this stuff in now! :nod:
It's great that the goal to give it that :v: feel is coming across so well. I always felt it was really strong with this campaign, and I'm glad you see it too. :)
Sarkoth:
Awesome. Will play this first thing tomorrow and leave feedback after that.
Lorric:
--- Quote from: Sarkoth on May 10, 2014, 12:13:26 pm ---Awesome. Will play this first thing tomorrow and leave feedback after that.
--- End quote ---
Well. Aren't we the lucky ones, since you normally play the oldest campaigns first and work your way up. I hope you enjoy it. :)
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