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by WITTGENSTEIN 11/01/2014, 5:00pm PDT |
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- Left 4 Dead. IN SPACE. All the atmosphere and storytelling devices are straight outta Left4Dead, which should come as no surprise since this is Turtle Rock we're talking about.
- Gameplay is heavily dependent upon the Tracker. If your tracker is an imbecile then you're going to lose. Period. My current frustration is trackers who aren't team players and run way too far ahead of the group, then get knocked on their ass before help even arrives, ensuring the monster gets away.
- Maybe there's a map key I'm missing but the game urges you to cut the monster off, but so far I've been treated to nothing but linear canyons. Without a map there's no way I can figure out which way the monster's headed and what's the best place to ambush him.
- Not only does the arena shield trap the monster with you but it traps you within the arena shield, which can suck if you deploy it like a moment too late or worse. I understand this would be an obvious exploit but I also feel like it could be a blatant griefing tool in the hands of the wrong person.
- The dropship timer is bullshit since you have to wait an extra 45 seconds it feels like after the timer hits 0 before you actually re-enter play. '
- Monsters can knock away your traps/mines with a ground smash. This somehow seems like a way overpowered tactic.
It feels like they took the party versus Tank scenarios from Left 4 Dead and stretched them into an entire game. I'm not sure if that has enough appeal for 50$ just based on the alpha but the gameplay mechanics are all clearly refined already. |
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