Sol Invictus
Erudite
If the demo is any indication of the game's final state, then I'm sad to say that the state of the game is in is, frankly, garbage.
When I first heard the announcement of GCII, I was expecting a game with the same form of gameplay as the original Ground Control, with its squads and so forth. GCII, as it is, bears little resemblence to the original game. First off, squads don't exist anymore and units are controlled individually (a la C&C), but you can only select 16 units at a time (a la StarCraft) and the fact that you'll be watching over 50 units at any given time will cause a lot of confusion.
One of the things I liked about Ground Control were the squads. You could select a few squads at a time and there wouldn't be any hassle whatsoever in doing so. The fact that you could name your squads and they could get medals (though they did not affect gameplay whatsoever) throughout the game's campaign lent the game a lot of feeling of uniqueness.
Another problem with the sequel is the existence of 'secondary mode' which turns some of your units (especially rocket soldiers) into walking powerhouses. Superweapons existed in the original GC but there was a limit to how many times you could use them (1-3 times). There's no question that multiplayer games in GCII will come down to who can click the secondary mode the fastest.
In the original game, you only had a limited number of units per mission which you selected for your dropship before the mission started. Not so in GCII, you can summon reinforcements at any given moment to drop zones provided you have the resource points to do so, so it's really not that much different than games like C&C with its unit factories. Resource points are gained simply by being in control of a dropzone or mission critical point. They generate an infinite amount of points so the single player missions will probably come down to holding down the fort until you can afford as many units as you can get to overrun the enemy.
To add insult to injury, the game's AI is practically nonexistent. Enemies stand in the spot as they are attacked by mortar fire from over 3 screens away (you heard right, artillery is more powerful than ever) or they're sniped down by a group of several Raptor snipers. What's even more ridiculous is how snipers can take out armored turrets faster than any other unit, including tanks (hoverdynes).
All in all, the game is a bust and it's even a step back from the original C&C, much less RTS games released today. Your units don't even go into a prone/crawl position or even scatter when they're hit by incoming fire. There's no command to scatter, either - and formations are terribly buggy (in the final beta before the game was announced gold) and don't always work.
I'd just stave off on buying this title and wait for WH40K: Dawn of War, or buy a cheaper, but much better game like Blitzkrieg: Burning Horizon instead. That game looks good, sounds good, plays good, and offers all the tactical options you'd expect in a good RTS, unlike GCII here.
Oh yeah, have you guys ever seen the GUI? It fills up half the screen, needlessly too. It sucks.
The game is completely scripted, and it's not even scripted properly. How exciting! Features implemented into the RTS industry years ago, like finding research upgrades, unit enhancements, hero units (WC3, WH40K), squads (GC1, Blitzkrieg, Total War games), unit customization (WH40K, Earth 2150, WZ2100 had this) and a bunch of other well-established features are apparently unknown to the people at Massive Entertainment.
Perhaps those features would make the game 'too complex' for their target audience. I wonder who their target audience is: 9 year olds? Even that Homeworld ripoff by Disney had more features, and it was targetted to kids.
As I said before, it's 'dumbed down' compared to the original C&C - that says a lot. Stay away from this one.
When I first heard the announcement of GCII, I was expecting a game with the same form of gameplay as the original Ground Control, with its squads and so forth. GCII, as it is, bears little resemblence to the original game. First off, squads don't exist anymore and units are controlled individually (a la C&C), but you can only select 16 units at a time (a la StarCraft) and the fact that you'll be watching over 50 units at any given time will cause a lot of confusion.
One of the things I liked about Ground Control were the squads. You could select a few squads at a time and there wouldn't be any hassle whatsoever in doing so. The fact that you could name your squads and they could get medals (though they did not affect gameplay whatsoever) throughout the game's campaign lent the game a lot of feeling of uniqueness.
Another problem with the sequel is the existence of 'secondary mode' which turns some of your units (especially rocket soldiers) into walking powerhouses. Superweapons existed in the original GC but there was a limit to how many times you could use them (1-3 times). There's no question that multiplayer games in GCII will come down to who can click the secondary mode the fastest.
In the original game, you only had a limited number of units per mission which you selected for your dropship before the mission started. Not so in GCII, you can summon reinforcements at any given moment to drop zones provided you have the resource points to do so, so it's really not that much different than games like C&C with its unit factories. Resource points are gained simply by being in control of a dropzone or mission critical point. They generate an infinite amount of points so the single player missions will probably come down to holding down the fort until you can afford as many units as you can get to overrun the enemy.
To add insult to injury, the game's AI is practically nonexistent. Enemies stand in the spot as they are attacked by mortar fire from over 3 screens away (you heard right, artillery is more powerful than ever) or they're sniped down by a group of several Raptor snipers. What's even more ridiculous is how snipers can take out armored turrets faster than any other unit, including tanks (hoverdynes).
All in all, the game is a bust and it's even a step back from the original C&C, much less RTS games released today. Your units don't even go into a prone/crawl position or even scatter when they're hit by incoming fire. There's no command to scatter, either - and formations are terribly buggy (in the final beta before the game was announced gold) and don't always work.
I'd just stave off on buying this title and wait for WH40K: Dawn of War, or buy a cheaper, but much better game like Blitzkrieg: Burning Horizon instead. That game looks good, sounds good, plays good, and offers all the tactical options you'd expect in a good RTS, unlike GCII here.
Oh yeah, have you guys ever seen the GUI? It fills up half the screen, needlessly too. It sucks.
The game is completely scripted, and it's not even scripted properly. How exciting! Features implemented into the RTS industry years ago, like finding research upgrades, unit enhancements, hero units (WC3, WH40K), squads (GC1, Blitzkrieg, Total War games), unit customization (WH40K, Earth 2150, WZ2100 had this) and a bunch of other well-established features are apparently unknown to the people at Massive Entertainment.
Perhaps those features would make the game 'too complex' for their target audience. I wonder who their target audience is: 9 year olds? Even that Homeworld ripoff by Disney had more features, and it was targetted to kids.
As I said before, it's 'dumbed down' compared to the original C&C - that says a lot. Stay away from this one.