I finally gave this game a chance but alas it was not to be. Unless you follow a very specific formula things just go shit while you're stressed out about hope and discontent. Not fun to play. :/
Yeah, I very much preferred "This War of Mine". They are trying to convey the same "feeling of hopelessness" and all that, but it's just not working in a city builder type of game. In TWOM, you care about your few people, they get sick and hurt and you have to care for them personally.
Here, people are just numbers. You have 5 sick, well, you better have 5 beds to care for them or they'll die. So you build the building and you move on. People get maimed Don't worry, you can buy them a prothese later and they can work again just fine...
They laid the groundwork for a great steampunk city-builder, but then killed it all with the personal but not actual personal drama of "survival" and "forced choices".
And sadly many city-builder sims already fall into that trap without any added drama, but just by making the game force your decisions, i.e. basically making you run after 1 catastrophe after another...
Just finished the Original Campaign again, for the kicks or whatever, because I still like the game, but I noticed at the end, it always asks "But was it worth it".
So basically, the game forces you down a very dark path (or you won't succeed, let's face it), just so in the end in can look at you and judge you for your "choices"...
Just finished the Original Campaign again, for the kicks or whatever, because I still like the game, but I noticed at the end, it always asks "But was it worth it".
So basically, the game forces you down a very dark path (or you won't succeed, let's face it), just so in the end in can look at you and judge you for your "choices"...
tstststs
The game is forcing you on the two paths proven by history. The chances that an idealistic society will survive a catastrophic event are slim because of the way people act. You get to see this in the game from a macro perspective. People always complain, they want to revolt or fuck things up through various actions.
Last edited by Nodrim on Tue, 28th Jan 2020 13:20; edited 1 time in total
The pines are so out of scale.. i hate when games has that. way too few branches + way too big branches, they would work as baby pines if the characters were around 10x the size,old and full grown pines does not look like that (yes, i know i'm probably alone here caring about that ). Though they would not be very performance friendly if they made them realistic, probably way they make them like that.
It's buggy, crashes a lot (when sending something to another settlement, there is a big chance the game closes).
Lots of spelling errors.
Boring gameplay.
Short and without many real decisions.
Lots of rng.
I "lost" because I couldn't save New London... the town that I severed my connection with and was nice enough to agree to try to save them from their own stupidity...
My settlement is fine, my 3 "partner" settlements are fine... yet I lost...
Frostpunk had addictive gameplay, but unlike TWOM, there was no emotional connection or attachment to the characters. They were just numbers for you to use. It fell very sterile.
Here's your look at the Frostpunk 1886 announcement teaser trailer for a new title in the Frostpunk series that revisits and expands upon the city-builder and society survival experience of the original Frostpunk, fully reimagined in Unreal Engine. Frostpunk 1886 features a visual overhaul and builds upon the core of the original, expanding it with new content, mechanics, laws, and a new Purpose path. Frostpunk 1886 will be available on PC in 2027.
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum