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RSG1234 の最近のレビュー

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While the difficulty is definitely toned down for this DLC compared to TAG 1, I still find each level quite enjoyable in spite of it. The new enemies are an interesting addition to the combat loop when they are implemented properly, unfortunately, most of the time they aren't.

All the things I am about to critique may all change in the future with more updates and of course, master levels.

The armoured baron brings a nice twist to the basic baron combat loop which is very welcomed. Although it does need to be presented in greater numbers in order to push the player to manage multiple targets, maybe mix in some Blood Maykrs too.

The stone imp's resistances to most weapons aside from the auto-shotgun is fun for myself as I had been using the auto-shotgun for months leading up to the release of TAG 2. However leading players to use a single weapon mod can be pretty jarring for some players. The stone imp does have a weakness to other weapons such as the micro missiles and the chaingun shield dash. This isn't communicated to the player in the tutorial though. I personally feel a better choice for the stone imp would be to have him weak to rapid-fire-high-damage weapons such as the auto-shotgun, micro-missiles, chaingun mobile-turret and the rocket lock-on. He needs to be peppered throughout arenas much more to push the player to switch weapons more.

The cursed prowler is a great example of a good idea with a lack-luster execution. The awful green filter needs to be toned down, the cursed prowler needs to be meathookable when the player is hit and the blood punch should not be the only way to kill him while cursed. He should also be peppered a little more around each level.

The riot-soldier also is a brilliant idea with poor execution. My main changes i'd make to him would be to beef up his health so that he doesn't die to a single rocket, give him a weakpoint on his shoulder to falter him, increase his mobility, damage and accuracy. Along with the stone imp and the cursed prowler, he needs to be integrated into big arena fights much more.

The screacher is well, the screacher. He's a good idea implemented well. Mixing a bunch of them in the first arena of the DLC is a great lesson that immediately teaches you what a threat they can be. Mixing them in to marauder fights helps to add an extra layer to the combat dance.

In spite of my issues with the new enemies, the game is designed well enough for me to enjoy it as much as TAG 1 and the base game. While the final boss was initially fun, it quickly devolved into a repetitive fight that lost it's charm quickly during repeat playthroughs, it isn't poorly designed though.

Overall the DLC is not as bad as some people would have you believe, yes it is easier and yes the changes to TAG 1 can be initially annoying, these things grow on you over time and also gives way to more master levels. Now that iD is out of the DLC grind, they should have much more time to work on master levels and battlemode content updates. So personally I am very excited for the future of this game and the potential for new content.
投稿日 2021年3月18日. 最終更新日 2021年3月23日
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