spectre
Arcane
- Joined
- Oct 26, 2008
- Messages
- 5,603
^
Brigade E5 was a prime example of ruskie coding typical to 1C and Akella. You basically had to learn how to play it, and play it the right way, otherwise you would see yourself trying to paddle up shit creek (I had the same with Cities of Abandoned Ships, neat Pirates game the right modes, but damn it was rough around the edges). But the actual RTWP gunplay wasn't that bad, I found it to be good enough to fogive it some of its flaws, but yeah, the game played like a beta.
Myth 3 I think had the problem that Myth 1 set so high a bar and was so well thought out. It's been some time since I last played the series, but I recall Myth 2 wasn't that spectacular either, some maps were quite rubbish, like that one that used the barebones heightmap from Omaha beach landing.
I remember it all started with Medieval 2 and all the pointless merchants, pincesses, priests, heretics, witches littering the countryside for you to babysit. This is perhaps why Shogun 2 was so tolerable to me, it kept some of the complexity (and some of the shit), but managed to clean this up somewhat.
Not saying that MTW2 should contest Empire as the shittiest total war out there, but for me the drop in quality started just there - unneeded complexity, failure to teach the AI how to work the game mechanics (castles vs. towns), utterly broken releases. It's like they were trying too hard to to get a slice of the Paradox pie, while compromising their core gameplay. And then came Empire, and the engine switch managed to take a steaming shit on the battles. Yay creative assembly.
Brigade E5 was a prime example of ruskie coding typical to 1C and Akella. You basically had to learn how to play it, and play it the right way, otherwise you would see yourself trying to paddle up shit creek (I had the same with Cities of Abandoned Ships, neat Pirates game the right modes, but damn it was rough around the edges). But the actual RTWP gunplay wasn't that bad, I found it to be good enough to fogive it some of its flaws, but yeah, the game played like a beta.
Myth 3 I think had the problem that Myth 1 set so high a bar and was so well thought out. It's been some time since I last played the series, but I recall Myth 2 wasn't that spectacular either, some maps were quite rubbish, like that one that used the barebones heightmap from Omaha beach landing.
Not going to contest that. Though I believe its the strategic layer makes or breaks a TW game for me. It worked the best when it was simplified and boardgamey. The switch to 3D map in Rome was tolerable, as I could see a few benefits that tried to make up for the obvious disadvantages. At around Empire, the strategic layer became utterly unreadable to me, all riddled with shitty +5% to this, +1% to that modifiers, I would sorta, kinda get my bearings only because it was still Europe.M2TW was bad, but ETW was objectively more of a shitshow on release and even after patches it remains one of the weakest TW titles. Shogun II was also a bugfest but it manages to be entertaining. In my view ETW and R2TW are tied for some of the most disastrous releases by CA.
I remember it all started with Medieval 2 and all the pointless merchants, pincesses, priests, heretics, witches littering the countryside for you to babysit. This is perhaps why Shogun 2 was so tolerable to me, it kept some of the complexity (and some of the shit), but managed to clean this up somewhat.
Not saying that MTW2 should contest Empire as the shittiest total war out there, but for me the drop in quality started just there - unneeded complexity, failure to teach the AI how to work the game mechanics (castles vs. towns), utterly broken releases. It's like they were trying too hard to to get a slice of the Paradox pie, while compromising their core gameplay. And then came Empire, and the engine switch managed to take a steaming shit on the battles. Yay creative assembly.
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