What I didn't liked:
I'll start with something that has already been said before by others. It's a shame that it was decided to go along with andrew's dumb idea to have a bait and switch initial approach. Especially combined with the earlier "gold star worthy" mess of april fool day announcements. This just resulted in unnecessary confusion that helped nobody.
What was also puzzling to me is that you decided to just randomly throw this campaign out in the public, not informing me and asking me to beta test/test play before hand. Alas, it is what it is.
I'm personally not big on the semi newtonian, high speed and autoaim approach. Because it results mostly in aiming in the general direction of the target and just spray and pray. A lot of the basic Freespace aiming skills are instantly thrown out of the window because of it. You'll also rarely actually see what enemy fighter you are gunning for because the distances tend to be a lot higher. Hyperspace is something I have even less love for. Aside from it being a buggy nightmare, it also results in ships and fighters seemingly just appearing and disappearing in a blink of an eye. There's hardly any visual effect (aside from fighter trails) to indicate a ship has departed or arrived. In a game where situational awareness is often key (and not always easy to maintain) I simply dislike having fighters joining the fight in a snap, with no sound or visual effect.
My last point of criticism is that loliquest instantly throws such a boatload of different type of ships and weapons at you, that its kinda hard to grasp what does what, who goes where, and who serves what. There's a nice amount of well written :words: available in the techroom but it's not immediately clear whats going on if you're just playing through the campaign.
What I liked:
There's a lot to like about
loliquest 次元のエクリプス. It has fun mission design with you getting catapulted into a battlefield, or jumping around on a large scale engagement and calling in long range subspace missiles on targets that matter. An 'autoloader' system which allows you to swap a secondary weapon bank with something that the mission requires on the fly. And overall the player is an important part of every mission. You'll get to fly super fighters and rip and tear through enemy fighter waves and capital ships. DE often fills your screen with explosions, gun&laser fire and missile trails, making an average mission pretty intense in the visual department. Fun stuff. I also liked the 'mini hub', in which you could decide to fly some missions for the commonwealth or to just skip the whole chapter completely and get on with the main story. Definitely a better choice than that whiplash of bad comedy that is the wacky alternative path of chapter 2.
I thought that using the command briefings as a visual novel kind of experience was rather clever too. And I really liked the music choice, the music all played at the right time, setting the right mood for the occasion.
Overal DE is a good example of what one can do with a good sense of game design, FRED knoweldge and using existing assets (and a few that were handmade for the campaign). A campaign I could recommend to everyone (though with the sidenote that its heavy on the animu, which I know from experience is not everyone's cup of tea)