Feedback
Posted: Sun Dec 14, 2014 12:28 pm
Hi all,
I rarely provide feedback on forums for games - you buy what you buy, and you like it or you don't - however, I felt compelled to contribute in this instance given my passion for 40K, the lore, and the system. I've left a brief and broad review of the game on Steam, recommending the game, but with reservations. I thought I'd provide a more detailed analysis here. It's my hope that this feedback will be taken in the spirit it is intended - constructive, critical and honest. I read many (almost all) of the posts for the game on this forum last night, until late, and decided to sleep on it before making this post. While I'm sure many will disagree with my sentiments, as is their prerogative, I'm fairly confident that what I'm saying will ring true with many ardent players of the table-top game.
First, about myself, so you know where I'm coming from - I'm 36, male, from Manchester in the UK. I've been playing computer games since I was 5 (ZX Spectrum), have been programming since I was around 11 and though I now work in higher education, I have very close professional and personal ties to the games industry. My main computer-gaming platform is the PC, and I spend 20+ hours a week doing so. I've been playing table-top 40K for a good few years, and also regularly play a ton of other traditional games such as Munchkin, Pathfinder etc. I'm not here to insult anyone, and I'm not here to diminish the enormous effort that I'm sure has gone into 40K Armageddon.
Reading the feedback from others, it's clear that there has been SOME confusion, along the way, about what this product was intended to be. My perception - the reason that I forked out for the game, on Steam - was that this was going to be table-top 40K in digital form with a reduced rule set and with the limitations of the scenario of Armageddon. I understand, now, that this perception was borne out of MY desire to play table-top 40K on my computer, and is not necessarily as a result of anything I actually read on the Steam Store. I read the reviews and felt it was worth my money, so I took the plunge.
Honestly, I don't think I've ever been so disappointed with a game (with the exception, perhaps, of Dragon Age 2) for a long time. I'm still playing it, and I have around 9 hours game-time on it so far. Am I enjoying it? Sort of. I'm persevering, for now, in the hope that I'll sort of see the light and at some point it'll just "click" with me, and I'll "get it", but I've never launched a game, got into the mission and been so underwhelmed within a few clicks as I have with 40K Armageddon and thought "really, this is it??"
Not to say it's all bad of course. What I like about it, so far...
Unit choices - there's a wide range of units to pick from, including some obscure Forgeworld/Imperial Armour stuff that you rarely see in the table-top, and this is really nice.
The music and voice-acting - fitting, and appropriate to the setting.
The art-style - though the graphics are dated, the overall experience is absolutely fine, and the artwork is good, as is the detail in the models/units.
On the other side of things, there are areas I feel need some serious improvement...
1) The animations/"combat" are lacking and don't do justice to the battle you're trying your best to imagine is taking place. Does it have to be as detailed and smoothly animated as "Space Marine"? - no, of course not, but it could certainly have the sort of basic combat you get from other turn-based games like Civilization or even the computer game version of Risk! What you see on the screen doesn't at all feel like it represents what you're being told is taking place.
2) The UI is insufficient to allow for any kind of meaningful analysis of what unit would work best against another unit - so much information is missing - which is ludicrous when you consider how much space is being taken up by the UI, presumably to allow for it to run on a tablet device. Surely, on PC, we could shrink some of the buttons (my mouse pointer is distinctly smaller and more precise than my finger) and use the extra space to show the FULL stats for each unit/enemy. The message boxes are enormous, too, as is the text in then - it's just not necessary on a PC title.
3) Following on from the previous point, why on Earth can I not change the screen resolution?
4) I was so surprised by the mechanics of the game with regards to some rules which are fundamental to table-top 40K. The 40K rulebook has what is says are the basic/simple rules (the phases, their order, shooting, cover, taking wounds), and then it has the special rules which add on to the basic rules to form the detailed gameplay that table-top gamers are used to. I was anticipating that this game would pretty much stick by the basic rules, but then have it's own implementation for the special, more advanced, rules. For example:
a) The order of shooting/moving. On the table-top you move (if you wish) and then you shoot (or run) if you wish (unless you're sneaky, like the Eldar, and do both), and maybe, depending on your weapons/actions, you might get into close combat. I appreciate that this isn't the table-top game (and yes, I know it was never claimed that it is), but implementing such a fundamental rule would've made a HUGE difference to how this game is perceived by players of the table-top game.
b) Scouting. Not only can scouting units (like Ratling Snipers) not be placed ahead of the normal deployment zone, but they don't seem to benefit from any kind of better cover save for being small and sneaky, and when you try to move them (or any other unit) forward to see what's up ahead your movement is entirely expended by clicking once, a couple of tiles ahead. Forget the table-top (where there's no Fog Of War), in any game you needed to scout in, surely you'd move a bit, see what you can see, move a bit more, see what you can see, and then move your full move distance, assuming the coast is clear. The whole idea of scouting ahead is rendered impossible, because moving your unit once renders their movement entirely spent. If you DO try and push them forward, they inevitably end up surrounded and won't survive the round.
c) The requisition points system and the lack of a force-organisation chart is the other fundamental change from the table-top that really detracts from the experience of the game (yes, I know 7th Edition allows the play to dismiss the FoC, but we all know this is a sales tactic by GW). Each scenario should simply allow you to take along an appropriate army based on a points-value for the skirmish. This could, and should, vary between missions - but let's imagine that one mission allows you to take 1500 points along, and that you have to, as a minimum, take along one HQ unit (we'll get to that next), and two troops units. To fulfil 1500 points you'll certainly need more than that, so you'll (optionally) take another 2 troop units, and up to 3 heavy and 3 fast-attack units (or whatever you can afford to take, within the point limit) . This is so fundamental to the balancing of the game because it stops people taking armies of titans, however, if people wish to play a horde based game (tons of infantry, virtually nothing else) then they can, if they want to play an armour focused game, they can - but they still need the basic, minimum amount of troops for the force to be "legal". If people want to have troops in reserve, they can, but it counts towards their point limit. Low-powered units cost less than high-powered units. It's that simple. HQ, 100 points, 2 x Troops 200 points. Some scouts, 100 points. A couple of tanks, 200 points each, 400 points. A titan, 1000 points. Total, 2000 points. If someone wants to ditch the Titan and have 10 more troop units, they can. This is far more balanced than the "buy and field whatever you want" approach that we currently have.
d) No HQ units? No "Commander" (i.e yourself) that can be customised, and must be protected at all costs (the mission is forfeit if YOU die, surely).
e)"Buying" other units, mid-mission, is such a bizarre thing to do in a 40K-based game.
f) Flying units are damn-near useless. They are simply tanks that don't benefit from cover. They move like tanks (except over water) and can't even occupy the same time as a ground unit, or fly over mountains etc.
There's more I could say, however, I've written enough, and others have already said many of the other (more minor) points I was going to raise. Thanks for reading, and please understand that I'm not trying to bash anybody here, I just feel sufficiently strong about this that I felt I had to comment.
Cheers
Ben
PS:- You've got a typo on one of your mission objectives. I tried to post a link to a screenshot but apparently that looked too much like spam for the forum, so I'll just write it out instead. The "Defending Minos Crossing" mission objective reads as follows; "Control all three Victory hexes while and wait for additional orders."
I rarely provide feedback on forums for games - you buy what you buy, and you like it or you don't - however, I felt compelled to contribute in this instance given my passion for 40K, the lore, and the system. I've left a brief and broad review of the game on Steam, recommending the game, but with reservations. I thought I'd provide a more detailed analysis here. It's my hope that this feedback will be taken in the spirit it is intended - constructive, critical and honest. I read many (almost all) of the posts for the game on this forum last night, until late, and decided to sleep on it before making this post. While I'm sure many will disagree with my sentiments, as is their prerogative, I'm fairly confident that what I'm saying will ring true with many ardent players of the table-top game.
First, about myself, so you know where I'm coming from - I'm 36, male, from Manchester in the UK. I've been playing computer games since I was 5 (ZX Spectrum), have been programming since I was around 11 and though I now work in higher education, I have very close professional and personal ties to the games industry. My main computer-gaming platform is the PC, and I spend 20+ hours a week doing so. I've been playing table-top 40K for a good few years, and also regularly play a ton of other traditional games such as Munchkin, Pathfinder etc. I'm not here to insult anyone, and I'm not here to diminish the enormous effort that I'm sure has gone into 40K Armageddon.
Reading the feedback from others, it's clear that there has been SOME confusion, along the way, about what this product was intended to be. My perception - the reason that I forked out for the game, on Steam - was that this was going to be table-top 40K in digital form with a reduced rule set and with the limitations of the scenario of Armageddon. I understand, now, that this perception was borne out of MY desire to play table-top 40K on my computer, and is not necessarily as a result of anything I actually read on the Steam Store. I read the reviews and felt it was worth my money, so I took the plunge.
Honestly, I don't think I've ever been so disappointed with a game (with the exception, perhaps, of Dragon Age 2) for a long time. I'm still playing it, and I have around 9 hours game-time on it so far. Am I enjoying it? Sort of. I'm persevering, for now, in the hope that I'll sort of see the light and at some point it'll just "click" with me, and I'll "get it", but I've never launched a game, got into the mission and been so underwhelmed within a few clicks as I have with 40K Armageddon and thought "really, this is it??"
Not to say it's all bad of course. What I like about it, so far...
Unit choices - there's a wide range of units to pick from, including some obscure Forgeworld/Imperial Armour stuff that you rarely see in the table-top, and this is really nice.
The music and voice-acting - fitting, and appropriate to the setting.
The art-style - though the graphics are dated, the overall experience is absolutely fine, and the artwork is good, as is the detail in the models/units.
On the other side of things, there are areas I feel need some serious improvement...
1) The animations/"combat" are lacking and don't do justice to the battle you're trying your best to imagine is taking place. Does it have to be as detailed and smoothly animated as "Space Marine"? - no, of course not, but it could certainly have the sort of basic combat you get from other turn-based games like Civilization or even the computer game version of Risk! What you see on the screen doesn't at all feel like it represents what you're being told is taking place.
2) The UI is insufficient to allow for any kind of meaningful analysis of what unit would work best against another unit - so much information is missing - which is ludicrous when you consider how much space is being taken up by the UI, presumably to allow for it to run on a tablet device. Surely, on PC, we could shrink some of the buttons (my mouse pointer is distinctly smaller and more precise than my finger) and use the extra space to show the FULL stats for each unit/enemy. The message boxes are enormous, too, as is the text in then - it's just not necessary on a PC title.
3) Following on from the previous point, why on Earth can I not change the screen resolution?
4) I was so surprised by the mechanics of the game with regards to some rules which are fundamental to table-top 40K. The 40K rulebook has what is says are the basic/simple rules (the phases, their order, shooting, cover, taking wounds), and then it has the special rules which add on to the basic rules to form the detailed gameplay that table-top gamers are used to. I was anticipating that this game would pretty much stick by the basic rules, but then have it's own implementation for the special, more advanced, rules. For example:
a) The order of shooting/moving. On the table-top you move (if you wish) and then you shoot (or run) if you wish (unless you're sneaky, like the Eldar, and do both), and maybe, depending on your weapons/actions, you might get into close combat. I appreciate that this isn't the table-top game (and yes, I know it was never claimed that it is), but implementing such a fundamental rule would've made a HUGE difference to how this game is perceived by players of the table-top game.
b) Scouting. Not only can scouting units (like Ratling Snipers) not be placed ahead of the normal deployment zone, but they don't seem to benefit from any kind of better cover save for being small and sneaky, and when you try to move them (or any other unit) forward to see what's up ahead your movement is entirely expended by clicking once, a couple of tiles ahead. Forget the table-top (where there's no Fog Of War), in any game you needed to scout in, surely you'd move a bit, see what you can see, move a bit more, see what you can see, and then move your full move distance, assuming the coast is clear. The whole idea of scouting ahead is rendered impossible, because moving your unit once renders their movement entirely spent. If you DO try and push them forward, they inevitably end up surrounded and won't survive the round.
c) The requisition points system and the lack of a force-organisation chart is the other fundamental change from the table-top that really detracts from the experience of the game (yes, I know 7th Edition allows the play to dismiss the FoC, but we all know this is a sales tactic by GW). Each scenario should simply allow you to take along an appropriate army based on a points-value for the skirmish. This could, and should, vary between missions - but let's imagine that one mission allows you to take 1500 points along, and that you have to, as a minimum, take along one HQ unit (we'll get to that next), and two troops units. To fulfil 1500 points you'll certainly need more than that, so you'll (optionally) take another 2 troop units, and up to 3 heavy and 3 fast-attack units (or whatever you can afford to take, within the point limit) . This is so fundamental to the balancing of the game because it stops people taking armies of titans, however, if people wish to play a horde based game (tons of infantry, virtually nothing else) then they can, if they want to play an armour focused game, they can - but they still need the basic, minimum amount of troops for the force to be "legal". If people want to have troops in reserve, they can, but it counts towards their point limit. Low-powered units cost less than high-powered units. It's that simple. HQ, 100 points, 2 x Troops 200 points. Some scouts, 100 points. A couple of tanks, 200 points each, 400 points. A titan, 1000 points. Total, 2000 points. If someone wants to ditch the Titan and have 10 more troop units, they can. This is far more balanced than the "buy and field whatever you want" approach that we currently have.
d) No HQ units? No "Commander" (i.e yourself) that can be customised, and must be protected at all costs (the mission is forfeit if YOU die, surely).
e)"Buying" other units, mid-mission, is such a bizarre thing to do in a 40K-based game.
f) Flying units are damn-near useless. They are simply tanks that don't benefit from cover. They move like tanks (except over water) and can't even occupy the same time as a ground unit, or fly over mountains etc.
There's more I could say, however, I've written enough, and others have already said many of the other (more minor) points I was going to raise. Thanks for reading, and please understand that I'm not trying to bash anybody here, I just feel sufficiently strong about this that I felt I had to comment.
Cheers
Ben
PS:- You've got a typo on one of your mission objectives. I tried to post a link to a screenshot but apparently that looked too much like spam for the forum, so I'll just write it out instead. The "Defending Minos Crossing" mission objective reads as follows; "Control all three Victory hexes while and wait for additional orders."

