| Anyways my take:
1) Grouping is fun. Even with very different powers, everyone can serve some purpose. Being a a healer/asskicker works, surprisingly. The battles are fast paced, and the higher end shit DOES require strategy. People who say the game has no strat havent played the game to the mid-teens.
2) All the different badguy groups have different nuances. The Nazis excel at longrange combat (I've been gunned down in seconds by a line of chaingunners/riflemen all opening fire at the sametime). The undead guys require you to be constantly on your guard, lest a suicide bomber zombie run into your group or a mortificator starts resing the hordes of zombies you just owned. The ninjas require you to position yourself far enough apart so a ninja spirit cant keep mudstomping your ass to the floor en masse while the bigtrouble in little china sorcerer teleports around the battle and heals shit. The clockworks drain your endurance, and the bosses split open into tiny robots like a queen kilnak.
3) Combat owns in this game. It's not an autoattack type deal. Basically you have all your different powers. All of them have different recycle times and endurance costs. These are your attacks in the game. It's not like you just autoattack punch shit, then you mix up your powers. You need to put a thought into every attack.
4) The world is very interactive. It feels like a living city. People roam the streets, cars drive by playing music. Attack some people doing a drug deal, the dealer usually runs. I laughed when I saw one yell "You guys wearing a wire??" as he fled down an alley. You can also BATPHONE contacts when they like you enough. "*Ring* Hello? You finished the quest? Here's some XP and another mission". You can fly around...jump on buildings...leap over fences. Plus some of the zones own. Boomtown ROCKS. It looks like a nuclear bomb went off and you're in the Mad Max universe. Toppled skyscrappers and smoldering dead trees.
For downsides....the missions need some more variety. They usually fall into a few main categories: Timed (Usually a rescue or bomb), kill X mob, defeat all mob, find X item/clue, rescue X. Some of the missions flow into eachother, making an extended storyline...which is nice. But I'd like to see some mixups like maybe a mission where there are 5 hostages in a building and you have to rescue them before the bomb goes off...then the followthrough mission would change depending on the result. For instance, if you rescue the hostages but dont difuse the bomb, you lose evidence that leads to a nice mission that leads you to the badguy's lair. Or maybe make it so the hostages are really badguys in disguise, and once you rescue them they trap you in a room and you have to find a way out before the bomb goes off and kills you. Or maybe make some stealth type missions.
They also need to tweak the xp debt. At higher levels, it becomes INSANE. It also, in essense, halves the amount of XP you earn because 1/2 pays your lvl, and 1/2 pays your debt.
Some of the missions need tweaking also. I've been on a few missions where the entrance stuff cons high, then by the time we get to the end of the mission, shit is grey (aka doesnt give xp). A large part of the missions is xp...to get crap like that makes it boring.
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Training the citizens of Norrath from 1999-2003!
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