I took a long time with my playthrough which I have been playing since the release, it coming out so close to Binding of Isaac: Repentance certainly didn't help. Anyway, here are my thoughts on several areas of the game.
Spoiler alert for those that haven't finished the story:
Contacts and their missionsMy first thought when I got the update was to try the new bar missions and to see what kind of unique content I could find. At first the novelty of going through the different bar events was interesting, thought that wore off pretty quickly once they started repeating. Making new contacts is... not the best I think. The random chance of being able to develop one and them being of a random quality was somewhat frustrating. I was going high-tech on my run and I was lead to believe through the blog posts that leveling up a lower importance contact would eventually lead to my character being introduced to a higher importance one, maybe through a special mission or an event. I was quite disappointed when that never happened with the TT medium importance contact that I leveled all the way to cooperative.
The missions themselves were good, but I have major issues with the stealth one about deploying probes. I feel like these were not playtested fully because they can range between easy to infuriating. I was assigned a mission in a Persian League system (I think maybe Madera?) and let me tell you, if not outright impossible it was very much close to it. Constant multiple patrols, fleets pinging every 10 seconds and an absurd sensor range for each fleet. I attempted it for about one hour and it was probably one of the most frustrating experiences I've ever had with this game. The bounties are alright, and the multiple options are nice, fitting for many parts of a playthrough, thought they could really use some unique encounters besides the very late one (multiple Guardians/Omega)
ExplorationFirst let me get the good out of the way: the new loot is nice. I'm happy to be able to find new things for the colonies over having the same exact drops every run, but I gotta say, I'm quite disappointed that this area barely got any new content besides two new structures (the solar shades which is really just a planetary modifier and the shunt). In fact I'd argue it has been on the same state ever since the Remnant were introduced about what, 3-4 years ago? I expected more types of stars, more types of encounters, maybe some quests or missions that could only be found on the fringe. Maybe an isolated market? An unique planet? An unique star system? Anything that would make my journey to the unknown more exciting and varied. Distress calls are still untouched as well from what I can tell. The update that added this feature to the game was my favorite by far and it's a shame that it has been left behind since then, I have high hopes that it's an area that it's going to be improved in the future.
The StoryFinally the cream of the update. I'll start by saying that the game needs to do a better job in telling the player that there is an actual story path waiting for them in Galatia, I played this update for about 20 hours before finding that out, by reading someone talking about it online no less. Regardless, the content here is very much enjoyable, from the characters to the missions and the choices that we have during them. It really immerses you into the word and it makes me wish the game had a much bigger team making the game because it'd be great to have this sort of content all throughout the sector. My favorite part was the little conversations between your character and your own officers during the several science missions, really helps with roleplaying. I really hope this quality of writing and mission design can reach other areas of the game as well (ie. exploration).
The Skill TreeAt first I was really liking the new Skill Tree but I came to see why it has been a very controversial change. From the blog post I understand that there were two main goals: being less overwhelming for new players and being more interesting on new playthroughs. I'm not sure if it accomplished either goal.
New players might feel that there are less choices at first, but once they understand that they only have 15 skill points they will want to know exactly what every other skill does and how worth they are. This is very taxing and I can't imagine someone being very happy when finding out the skill they beelined towards was not good due to them not understanding the game mechanics very well. Moreover, while the former system had you putting 3 points just to unlock attributes, it at least gave players leeway in choosing other skills inside those attributes if they ended up regretting a decision, so new players wouldn't fall into pitfalls by picking something they later regretted (e.g. regretting getting the Neutrino Detector wasn't a big deal because 3 points in tech was still really food). I feel like they are just going to search for a guide or ask others what they should or shouldn't pick since the pitfalls are, well, much deeper now.
For the latter, well, I'm sorry but there are some skills I'd never get any playthrough, partially because the limitations on the size of the fleet are very, very frustrating. I feel like half the skills are either broken or useless. The one that hurt the most is the Autonomous Ships skill. Prior to the update I was really looking forward to building a fleet mostly of Remnant / Derelict ships but I was really surprised to find out it was incredibly limited. I'd never get that skill over the s-mod one which ends up being incredibly valuable. Industry is another tree that hurts a lot, I used to really like its skills but now I'm forced to get some things that I'd never use in any playthrough (e.g. colony management skills) and it feels like a waste of skill points. The former system also suffered from this a bit (for example sinking points in a skill just for its level 3 effects), but you had so many more skill points that it wasn't as much of an issue and you could beeline for things much more easily.
All in all, I'm not sure the trade-off was worth it. We lost the freedom of choice we had for not much, overall. I'll finish by saying that some of the choices presented are interesting, and the idea of elite skills by using story points is an exciting one. I'm not sure how to improve on it, I feel like the former system wasn't perfect either so I wish you the best of luck if you end up re-tackling it.
Fleet size and balanceNow I have to say I'm a bit biased here since I used to run the previous versions with
slightly higher battle sizes, but I decided to go on a pure vanilla playthrough with the current limitations and I gotta say, I'm not a fan of the fact that the enemy can deploy a lot more than we can. The worst case for me was when I fought the two Omegas, I had plenty of ships I've been preparing to fight them off (A Paragon, a Radiant, a Doom, a few Auroras and a few Furies) but I wasn't able to deploy even half of my fleet even though they were all officer'd. Meanwhile the enemy deployed two absolutely broken ships that, if FP was supposedly "fair", they'd be worth 200-300 each. I ended up defeating them by bringing a bunch more ships and just chain deploying them as the previous ones got blown up. It wasn't a very fun way to win. I'm not even sure how we're supposed to defeat their Remnant bounty Omega encounter without losing the majority of the ships brought to the engagement.
As an aside, I feel like there is a step missing here, why isn't there an encounter where you fight a single Omega only? Unless I missed it, it could be a good prep before the player goes to fight their more difficult encounters.
Random thoughts- Gates unlocking were a really cool reward for progressing the story, the game really needs more things like this, such as the Red Planet mission.
- If you want spice up new playthroughs for players, you need to up the ante in the random elements. Terraria is an excellent example for this. Unique enemies and items for each world (Corruption/Crimson), unique backgrounds, different aesthetics for each world, etc. There is a lot that can be done to make each sector more unique.
- The new ships were alright, but the showstopper ended up being the Hyperion. Really cool redesign.
- Cryo weapons are fun to use, I'm glad that we're getting some interesting endgame content and rewards.
- I'm not so excited that I'm still fighting pirates for 80% of the game, and their samey fleets do get tiring. I feel this hasn't been addressed since the Derelicts were added.
- The early game goes by way too fast. It didn't take me more than a few hours to be fielding a fleet with multiple Tempests and Omens. In fact finding a single good Omen for sale can really skyrocket your fleet power. I'm not sure exactly why that is the case, maybe it's the low ship prices or maybe the cash influx is too high.
- Story Points are overall a great addition
- Just to reiterate, great writing during the story missions.
I'm sorry if it feels a bit harsh, I appreciate the hard work everyone involved with Fractal has been putting into the game. Keep up the good work!