

Additionally, I feel that Sally becomes a little "too" useful late-game. Payroll was absolutely worthless, there was never a single instance in where I would have chosen him as opposed to Dora and you had to pay gallons to add him to your crew. Seabrass was useful in the right circumstances but he quickly became less and less useful as the game went on. There really is no good reason to use Valentine due to Piper or Beatrix due to Ivanski.

I really wish all the characters were equal in their capabilities however. The different variations of guns for various playstyles also was a welcome surprise, and the game utilizes difficulty options as a means of determining the level of reward a player receives after finishing a level. While I never bought that Piper was really this "troublemaking" smuggler/pirate of a character, I enjoyed the writing of the game just fine. The music was absolutely fantastic, the developers completely outdid themselves in that department. Definitely worthy of checking out for fans of 2D strategy games.ġ5h 7m PlayedReally really fun 2D turn-based strategy game that was the perfect length and practically never felt unfair or cheap. However, the gameplay is still absolutely solid and I’m glad I finally ran credits on this title after wanting to play it for so long. Having now finished the whole thing, that is sadly no longer the case. When I first started playing, it felt as though this would end up being one of my favourite games I played all year. I don’t like feeling as though I always have to rush to do what I need to do before the next wave spawns, and would far prefer it if there were more missions where everything was visible from the get-go to allow me to formulate my strategies from there. Again, in theory this sounds fine, but I feel it gets used waaay too often and severely limits the amount of creativity when tackling each level. Additionally, the game makes use of an alarm system to increase the threat level and cause more enemies to spawn every few turns. The idea of plundering enemy ships for loot is awesome, but in practice they all end up feeling exactly the same as one another, with nothing to really differentiate them. Due to the fact that most of the maps are randomly generated, they never end up feeling like they have their own identities. However, with all that being said, I do have a few complaints. The fact that the game not only allows this, but doesn’t really even punish you for it is a really thoughtful inclusion by the developers. I started my playthrough on regular difficulty, but dropped down to easy about halfway through as I started to feel a bit of frustration setting in. It features dynamic difficulty settings, so you can select your difficulty for every individual stage and get bonus exp if you think you can conquer it, or tone it down if a level is too hard. In my opinion, it strikes the perfect balance of punishing you for losing specific team members by not providing them exp for that fight, but not giving a game over unless everyone falls. The gameplay requires quite a bit of strategizing, which I liked a lot. I’ve always been a big fan of the steampunk aesthetic, and this game absolutely nails it, even down to the cutscenes, which resemble classic slideshow projector imagery. Visual effects are seamless and really pretty on the system, and the sound design is stellar! Hearing enemies crumble into a pile of metal and bolts is incredibly satisfying, and revealing your spoils at the end of each mission feels deliberately designed to feel impactful and significant. Now that I finally have done, I wish I’d tried it sooner! In almost every way, this game feels polished to an absolute sheen. 10h 24m PlayedThis is a game that I had been meaning to play for the past seven years, but only recently got around to on 3DS.
