Same here. The only friend I could play video games with is my dog, and I don't play with him because I hate losing. So, AI bots are important for me in games with a multiplayer component.Thanks for the answer
Sadly, all of my friends are no gamers, so I don't.... I start to wonder if it's worth just for (short) main campaign. I'm a bit sad, but well I have plenty of other games in my library I want to play. I will add the game on my wishlist and maybe one day
If I understand, PVE is cross platform (all I think, PS included) but PVP isn't.
I didn't really have any expectation, because I didn't play SM1. I've thought about picking it up while it's on a deep discount right now ($12 on GOG, $15 on Steam).So...Space Marine 2. Not really digging it. It's not totally horrible, but it's so far away from what SM1 was. I'm disappointed.
If we let us to become cynics, then the question is: is this game worth about $100, for example, or not? )I agree that there's some ridiculous frustration in it, such as the antenna mission that managed to become infamous in just a couple of days. Even though I finally got through it, that mission annoyed me enough that I've shelved the game for a few days until either a patch or a mod comes out to make the AI companions not completely useless in any situation that requires strategy, such as the antenna mission (they're pretty good at just shooting and killing enemies).
However,
Some parts that are frustrating people are a legitimate design decisions in my opinion. For instance, never having quite enough bullets, or no way to take cover from ranged attacks or heal from ranged attacks. That can be frustrating, but I think it's a fair design decision because of the nature of the character we're playing. The Space Marine is a walking tank who would need the entire side of a building for cover. And guns are just a means of doing damage until you can close the space and destroy the enemy up close. As for the up close combat, I think it's designed pretty well. In the game we're Ultramarines, who are elite with guns and also devastating in melee, and the combos of those in the game work well.
Comparing the game to other science fiction shooters is fair, and the only thing it does new is tweak the combat to match the concept of the Ultramarine. Doom and Quake are iconic, and I'm not going to try to argue that the game is better than either of those, because I don't think it is. However, it's also different in that it's a squad shooter rather than a lone wolf (except for the initial mission, which I didn't like). I think Gears of War is a better comparison, and I'm not going to argue that it's better than GoW either, because I think GoW is the pinnacle of such games.
So, to some extent I agree with you about the design, but for the setting and the character, I think it's well done.
I'm ‘excited’ about many things in the game, but in particular: what is the Space Marine supposed to do when he's surrounded by enemies and cutting through their bodies? The developers' answer - he should slow down!!! The battle scene should be thinned out with micropauses ‘to allow the player to enjoy the nuances of the graphics’...How did we used to play without such a slowdown in our early days!The Space Marine is a walking tank who would need the entire side of a building for cover. And guns are just a means of doing damage until you can close the space and destroy the enemy up close. As for the up close combat, I think it's designed pretty well. In the game we're Ultramarines, who are elite with guns and also devastating in melee, and the combos of those in the game work well.
At least you can tell yourself that! I know quite a few people who have been waiting for Space Marine 2 for quite a while now, and...have been "disappointed" too. So, they don't have the courage to be honest about how they feel! Now can't admit to themselves that the game is not what they wanted, mildly speaking. Funny and bitter to watch.So...Space Marine 2. Not really digging it. It's not totally horrible, but it's so far away from what SM1 was. I'm disappointed.
I do agree that the game needs to provide a better mechanism not to get surrounded. I didn't play SM1, but from what I've read, the player had a kick mechanic to clear out room around them. I don't have much problem avoiding getting surrounded by just dodging backwards or to an open side, but somehow that doesn't seem very Space Marine to me. A kick would feel better.I'm ‘excited’ about many things in the game, but in particular: what is the Space Marine supposed to do when he's surrounded by enemies and cutting through their bodies? The developers' answer - he should slow down!!! The battle scene should be thinned out with micropauses ‘to allow the player to enjoy the nuances of the graphics’...How did we used to play without such a slowdown in our early days!
I do agree that the game needs to provide a better mechanism not to get surrounded. I didn't play SM1, but from what I've read, the player had a kick mechanic to clear out room around them. I don't have much problem avoiding getting surrounded by just dodging backwards or to an open side, but somehow that doesn't seem very Space Marine to me. A kick would feel better.
I'll have to look for the grenade launcher. That would definitely make the antenna mission easier. Although, wouldn't the grenades destroy the antenna? Well anyway, I'll have to try it.... Plus, lore-wise, a lot of the Tyranids have weapons that will slice through ceramite armor like a hot knife through butter, dodging makes a lot of sense.
The game does require you to adapt on the fly, much more than the first game ever did and to some people that's an issue, personally I welcome it. Even the antenna mission you mentioned earlier. Had a bit of trouble at first, then I notice there is a bolt rifle with a grenade launcher when you turn right off the elevator. 2-3 grenades would clear the antennas. Then you only need to clear the enemies. It suddenly became easy peasy. That's on Angel of Death.
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I'll have to look for the grenade launcher. That would definitely make the antenna mission easier. Although, wouldn't the grenades destroy the antenna? Well anyway, I'll have to try it.
As for the Tyranids, I admit that I didn't know a lot about them going into the game. I've been trying to do some reading, and it turns out that they're definitely bad news. I was hoping for them to be introduced into Rogue Trader at some point, but after reading about them, I don't think my main Psyker would survive very long against them, at least not if it's lore accurate.
I have my little idea* but I could be wrong, my knowledge about W40K is quite limited, so just to know, what's the faction which could stands a chance against Tyranids?Canonically, there is only one faction that truly stands a chance against them and it's not the Imperium. That other faction also doesn't give two shits about the nids.
I have my little idea* but I could be wrong, my knowledge about W40K is quite limited, so just to know, what's the faction which could stands a chance against Tyranids?
*Could this be the one we meet at the very end of Rogue Trader?
I hope that they weren't counting on the recent Borderlands movie to generate interest for Borderland's 4. If they were, then "failure" is probably an understatement.I'm looking forward to the failure of Borderlands 4 or whatever comes out starting now )).
There seems to be an entire franchise dying out there )I hope that they weren't counting on the recent Borderlands movie to generate interest for Borderland's 4. If they were, then "failure" is probably an understatement.
Yeah, for what it was, I was having fun with the game. The problem is that I played the living toofus out of Space Marine 1 and absolutely loved it. Many times over the course of the last 23 years. It was an almost perfectly balanced game based on being offensive the entire time to stay alive. There was no "block" button and no "parry" mechanic. There were no "medkits" or chances for revival. That's what the 2 tons of armor you were wearing was for. If you were low on health and seconds from going down, you didn't take cover or worry about protecting yourself from enemy attacks...you activated Righteous Fury mode and went on the complete offensive, executing enemies in an unbroken chain to get full health and armor back and annihilating the entire enemy force in front of you in a few, golden seconds.At least you can tell yourself that! I know quite a few people who have been waiting for Space Marine 2 for quite a while now, and...have been "disappointed" too. So, they don't have the courage to be honest about how they feel! Now can't admit to themselves that the game is not what they wanted, mildly speaking. Funny and bitter to watch.
A lot of truth to it.Yeah, for what it was, I was having fun with the game. The problem is that I played the living toofus out of Space Marine 1 and absolutely loved it. Many times over the course of the last 23 years. It was an almost perfectly balanced game based on being offensive the entire time to stay alive. There was no "block" button and no "parry" mechanic. There were no "medkits" or chances for revival. That's what the 2 tons of armor you were wearing was for. If you were low on health and seconds from going down, you didn't take cover or worry about protecting yourself from enemy attacks...you activated Righteous Fury mode and went on the complete offensive, executing enemies in an unbroken chain to get full health and armor back and annihilating the entire enemy force in front of you in a few, golden seconds.
It wasn't that the first game was easy, by any means. There were many sections that were brutally challenging, especially on the higher difficulties, and you would be killed in a heartbeat if you weren't careful. You had to prioritize targets, be aware of heavy fire coming your way, and make sure you dodged rockets or plasma rounds, which would both stagger and be able to kill you in 2-3 hits. But the thing that set SM1 apart was that you could only deal with those situations by attacking even more fiercely -- and that resulted in both amazingly fluid gameplay and an incredible sense of power. It was an often stiff challenge that resulted in a total power fantasy after almost every fight.
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By comparison, Space Marine 2 does the exact opposite. You're an extremely fragile character that must try to avoid being hit at all times. You cant trade blows with more dangerous enemies; you need to go completely on the defensive, dodging and blocking, and wait for those rare windows to make an attack of opportunity. You will be hunting medikits and Golden Relics like they're the most valuable thing in the world (unless you're playing the Bulwark or specifically relying on ranged attacks). You're actively punished for being directly aggressive and going directly for important targets -- especially in melee. Everything in SM2 is about being cautious and careful, remaining defensive, being sure you don't take more damage than you need to, and relying on "help" if you get bumps and bruises. With this core design, it could not be much further from everything that made SM1 fantastic. I spent the first 5-6 missions feeling: "Oh...you can't...? Why is there no way to...? They just aren't damaged by...? I have to wait to use my jump pack until...?" It's not a succession of the first game's mechanics; it's a completely different game that is far more tame and delicate at its core. That creates frustration instead of fun for those expecting an experience that follows SM1.
Now, all of that being said -- it's cool! SM2 is by no stretch of the imagination a bad game. It has made one, critical mistake: it chose to wear the mantle of "Warhammer 40,000: Space Marine". For players that have little to no experience with the first game, there's no issue, as they don't know what they're missing. Or if players didn't like the first game, this may be exactly what they were looking for. SM2 is a solid and challenging squad-based, horde shooter and an absolutely gorgeous visualization of the WH40K universe...but it ain't no "Space Marine" nuthin'. Once again, a game (or film, or television show) has taken the masterwork of others and piggy-backed on it to do their own thing, resulting in something that is far, far away from what made the source material successful.
It's not "bad". It's like biting into something that is labeled a "gormet chocolate chip cookie". It looks like a chocolate chip cookie. But when you bite into it -- what the @#$%! -- it's an oatmeal raisin cookie. I like oatmeal raisin cookies! But not when I was expecting a chocolate chip cookie. Now, I need to wait for my brain to reset and try it again for what it is. But I can already tell, I will never enjoy it as much as SM1. In fact, I just played SM1 again to see if I was being nostalgic or something. Had an absolutely incredible time with it yet again. They are very different games.
I agree it's "unacceptable" as a direct sequel to Space Marine.It's unacceptable.
Absolutely.It set expectations it couldn't live up to. I don't think it tried to live up to them. I think they went with the Titus stuff because they knew it would sell more copies, but they clearly had no intention of following suit with the gameplay at all.
I agree it's "unacceptable" as a direct sequel to Space Marine.
As a "Helldivers 2" clone set in the WH40K universe, it's pretty good. I really wish this had just been released as a standalone game instead of riding on the first game's curtails. It set expectations it couldn't live up to. I don't think it tried to live up to them. I think they went with the Titus stuff because they knew it would sell more copies, but they clearly had no intention of following suit with the gameplay at all.
After all, it's more the Starcraft universe than WH40K, isn't it?
I haven't played Helldivers unfortunately, it's hard for me to judge here. But I have played the first versions of Starcraft, Warcraft and Dune. And I don't know whether to talk about successful or not successful cloning, thus attracting arguments to justify Spacemarine 2, too wide field for speculation is opened here. I think the failure should remain a failure, and the company should get a full-fledged blow from the game's fans, because too many expectations were attached to the game, and too many hopes were buried.I agree it's "unacceptable" as a direct sequel to Space Marine.
As a "Helldivers 2" clone set in the WH40K universe, it's pretty good. I really wish this had just been released as a standalone game instead of riding on the first game's curtails. It set expectations it couldn't live up to. I don't think it tried to live up to them. I think they went with the Titus stuff because they knew it would sell more copies, but they clearly had no intention of following suit with the gameplay at all.