FK-EW first impressions
Posted: Fri Oct 18, 2013 7:37 pm
Congrats on releasing the game! I've been excited to see this for a couple years now. I've only had time to play a few missions so far, but I thought I'd give some review/critique based on what I've played so far:
- The main core gameplay mechanics are probably the largest part of what makes FK what it is (other than maybe the lore and look/feel of the world), and it has been a pleasure to see that mechanic grow and be refined over each iteration, and FK-EW is no different. A further refinement of the mechanics, based on lessons learned from the previous games. Well done!
- Hex grid rather than squares - bravo! There is no reason every TBS game should not use hexes. Seriously.
- I like how the objectives are marked now with the little blue & yellow arrow things. My only complaint is that they are not visible when you're setting up your units.
- Great voice acting!!!!!
- I like the new skill progression system. Definitely adds a new layer to the customizability of units. On the negative side, I was hoping the weapon/armor purchasing system would be enhanced, not removed.
- Wish item for future versions: it would be nice to have some sort of customization of unit appearance available (like the color of a helmet or robe or something). This way, if I have two identical unit types, but I level them up differently for different tactical purposes, I could tell them apart at a glance.
- I like the amount of attention that has been given to the story and the cinematic sequences.
- The art, honestly, is a bit of a mixed bag for me. The character portraits, the 2d screens, the cinematic art, and the map art all are fantastic. The art for the units just looks a little wonky, though, sorry to say. Also, the environments on the battle screens, even though they have some delicate and attractive detail, need more contrast in the color palette and look generally washed out. This also causes units to blend into the background making them confusing to look at (or easy to miss), especially when they are on top of a building or other map feature.
- Another thing I'm not crazy about is the UI. There's seems to be lots of stuff crammed together in smallish type on the side bar or on the tooltips. It doesn't seem to be very intuitively organized or attractively displayed. Also, some things are confusing, for instance it took me awhile to figure out who was causing or receiving which damage when looking at the tooltip for the battle damage prediction.
- A minor complaint is the pace at which events happen. In previous versions, each event happened at a deliberate pace, one after the other, and it was clear what was happening. In the new version, all the enemies seem to act almost all at once, and I have a hard time keeping track of what everyone did. Also, when I attack, the numbers flash by really quickly, and it's easy to miss what happened.
- One thing I like that I thought I might not is the simplified level up attribute point distribution. Having just a couple of attributes to choose from offers enough customization towards offense/defense, without bogging you down. Previous versions required endless rapid clicking when leveling up characters, and I don't miss it!
- So far the story is engaging. After reading the recent interview, I have high hopes for it, and can't wait to see it develop further.
Those are my thoughts for now. All told, well done! I can't wait to dive into this game. Thanks for dedicating yourselves to seeing it completed, I know how hard that can be!
I'm sure I'll have more observations as I go. For now, I'd love to hear what everyone else is feeling about it.
- The main core gameplay mechanics are probably the largest part of what makes FK what it is (other than maybe the lore and look/feel of the world), and it has been a pleasure to see that mechanic grow and be refined over each iteration, and FK-EW is no different. A further refinement of the mechanics, based on lessons learned from the previous games. Well done!
- Hex grid rather than squares - bravo! There is no reason every TBS game should not use hexes. Seriously.
- I like how the objectives are marked now with the little blue & yellow arrow things. My only complaint is that they are not visible when you're setting up your units.
- Great voice acting!!!!!
- I like the new skill progression system. Definitely adds a new layer to the customizability of units. On the negative side, I was hoping the weapon/armor purchasing system would be enhanced, not removed.
- Wish item for future versions: it would be nice to have some sort of customization of unit appearance available (like the color of a helmet or robe or something). This way, if I have two identical unit types, but I level them up differently for different tactical purposes, I could tell them apart at a glance.
- I like the amount of attention that has been given to the story and the cinematic sequences.
- The art, honestly, is a bit of a mixed bag for me. The character portraits, the 2d screens, the cinematic art, and the map art all are fantastic. The art for the units just looks a little wonky, though, sorry to say. Also, the environments on the battle screens, even though they have some delicate and attractive detail, need more contrast in the color palette and look generally washed out. This also causes units to blend into the background making them confusing to look at (or easy to miss), especially when they are on top of a building or other map feature.
- Another thing I'm not crazy about is the UI. There's seems to be lots of stuff crammed together in smallish type on the side bar or on the tooltips. It doesn't seem to be very intuitively organized or attractively displayed. Also, some things are confusing, for instance it took me awhile to figure out who was causing or receiving which damage when looking at the tooltip for the battle damage prediction.
- A minor complaint is the pace at which events happen. In previous versions, each event happened at a deliberate pace, one after the other, and it was clear what was happening. In the new version, all the enemies seem to act almost all at once, and I have a hard time keeping track of what everyone did. Also, when I attack, the numbers flash by really quickly, and it's easy to miss what happened.
- One thing I like that I thought I might not is the simplified level up attribute point distribution. Having just a couple of attributes to choose from offers enough customization towards offense/defense, without bogging you down. Previous versions required endless rapid clicking when leveling up characters, and I don't miss it!
- So far the story is engaging. After reading the recent interview, I have high hopes for it, and can't wait to see it develop further.
Those are my thoughts for now. All told, well done! I can't wait to dive into this game. Thanks for dedicating yourselves to seeing it completed, I know how hard that can be!
I'm sure I'll have more observations as I go. For now, I'd love to hear what everyone else is feeling about it.