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08-07-2017, 04:08 AM
Joined: Sep 2008
Location: Sweden
Posts: 1,611
A surprise, to be sure, but a welcome one.
08-07-2017, 04:51 AM
Joined: Dec 2010
Posts: 1,561
Is this turn based like xcom? I see action points

08-07-2017, 04:57 AM
👮 Spam Police 🚓 [Original Poster]
Joined: Jul 2013
Location: Europe, CET
Posts: 3,361
@Rinoa: Yes, it's turnbased. Action Points are used for movement, attacks and skills.
08-07-2017, 05:11 AM
👮 Spam Police 🚓 [Original Poster]
Joined: Jul 2013
Location: Europe, CET
Posts: 3,361
Ok, time for some initial feedback after playing the tutorial:
The visuals look great: The soldiers all look interesting and different from each other, with a good eye for detail. UI looks very scifi-ey.
As other mentioned already, the backgrounds/environments are way more crowded and confusing than the much cleaner ones from DR1&2 . I get that cover is much more important in STH, but there's so much visual chaff it's hard for me to focus.

Character classes all sound interesting, and allow for very varied parties. I created a pretty conservative one already, and want to try some fun stuff like an all slice&dice group of only Swordwielders, or a mix of 3 Swords and 3 Snipers; an all heavy-weapons squad, things like that.

Equipment system unfortunately still is the same terribly convoluted and unbalanced one as in DR1&2. I was really hoping for a change in that area the most: Your games aren't loot collectors like e.g. Diablo, their scope is completely different and gameplay-wise loot collecting isn't the focus. A much more streamlined and reduced list of equipment would go a long way here in my opinion (you know I strongly pushed for fixed equipment lists a few times already ).
Also, still way too many equipment slots in my book. Half of what's there would be enough, I think:
Weapon, Armor, Gadget or two. Split Armor into Helm, Body, Boots, Gloves if you want. That's 7 slots - not exactly few, but less and more manageable than the current 11 per soldier.

Item icons could be bigger, but it's acceptable. Font for the item descriptions I find way too small. There's enough space, you could easily double it in size to make it more readable.

Save system:
Same as in DR1/2, unfortunately. I was hoping for something like Tactics Maiden's: Save outside battles to as many slots as you want, instead of using one save per playthrough. Didn't try yet if it saves during battles now.
UPDATE: Nope, no in-battle saves. If the later battles get as long as in DR1/2, this is a huge problem if you don't have the time to complete one in a single session.
UPDATE 2: I was wrong, it does have them:
Originally Posted by WaveLightGames View Post
Hey guys, Just woke up. Quick clarification. There is an in-game save ... The game autosaves at the end of each turn.

Last edited by Nullzone; 08-07-2017 at 08:54 AM.
08-07-2017, 06:22 AM
Joined: Jun 2011
Posts: 6,636
Lets do this!
08-07-2017, 07:10 AM
👮 Spam Police 🚓 [Original Poster]
Joined: Jul 2013
Location: Europe, CET
Posts: 3,361
First, to avoid any misunderstandings, I want to point out that I'm "complaining" on a really high level here, just in case anyone gets me wrong. Hydra gives a great first impression. My quibbles are of the "turn an already great game into a superb one", NOT on the "this is unplayable, fix it" variety.

More feedback after playing the first mission:
- Would be good if the Medic didn't look so much like a regular soldier, e.g. carrying a medpack and a small pistol instead of a rifle like everyone else.
- Is "Missile" the new "Ranged"? I find it confusing, as you have one guy who explicitly has Missiles as weapons. So my first thought was that e.g. a "Missile to Hit +3%" works only for him.
- Seconding an option to remove the camera controls from the UI.
- @ramza: Looks to me as if the camera already zooms on the currently active/moving enemy.
- Seconding ramza's suggestion to auto-switch to the next soldier when the current one is out of AP. Even better would be if I can manually set a soldier to "turn complete", so he doesn't show up in the unit rotation anymore.
- Also seconding a simplification of the AP system. Start with 1 AP for 1 move or 1 basic attack. Then slowly move costs up from there. Most expensive skills should cost 10 AP in that system: Keeps the numbers more manageable and easier to grasp. E.g. Move/Attack costs 1, "Aimed Shot" 2, "Super Power Attack" 5, "Hyper Machinegun Barrage" 8 and "Ultimate Mega Mass Missile Launch" 10.
- Shop: There's still useless chaff on offer, see attached screenshot. Not to mention the usual shop quibbles I have with the current system, e.g. why not only show equipment that I can actually afford, and filter everything too expensive out from the list?
- Curious why in Mission 2 the stuff indicated by the red arrow in the screenshot doesn't give even half cover. Is that intentional or an oversight?
- Cover: I don't see cover indicators after you moved into it. Would be nice to see that when you want to doublecheck.
- I already miss the easier way skills were accessible in DR1/2. While moving them out to a separate screen has its merits, on the other hand it makes skill use more clunky: needs more UI steps to do it, and - more importantly - the easy indicator which skills are still usable and for which you don't have enough AP is gone. And I need to memorise skillsets even more now, as I don't have the icons right on the screen. There should still be enough room for the DR-style skill interface; e.g. replace the camera controls on the left with a vertical skill icons list.
- What would be great for the above: Skill list on the main screen. Plus move preview like you have for the number of attacks already: tap a tile to check, then it shows all now unusable skills with a red cross-out and the usable ones with a green border (or somesuch).
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Last edited by Nullzone; 08-07-2017 at 07:21 AM.
08-07-2017, 07:13 AM
There goes my last gift card. D@mn
08-07-2017, 08:22 AM
Joined: Jun 2011
Posts: 6,636
Wow that app icon is giving me serious Mass Effect vibes!
08-07-2017, 08:31 AM
Hey guys,

Just woke up.

Quick clarification. There is an in-game save ... The game autosaves at the end of each turn.
08-07-2017, 08:36 AM
Joined: Nov 2015
Posts: 1,204
This is rough. Didnt know this was coming out so soon, bought Egglia last week and was saving my last bit of credit for Cat Quest. Hmmm.. may have to wait and hear impressions on that game before biting on this one.