I love how fast and (relatively) forgiving this is. Mid-missions checkpoints? Shoot, move, shoot? 100% accurate overwatch? They know how to hook a content tourist. :wow
The only thing I strongly dislike are the menus. Outfitting your people is so needlessly involved. There's zero reason to waste half the screen on a paper doll and the other half on giant icons and nested menus for less than ten slots of equipment.
For something with no console version, it sure feels like the interface was made for consoles/TVs. Most PC gamers sit in front of monitors, people. /shakefist
spoiler (click to show/hide)
Played up to the Brumak fight, which was grueling. Giant bosses feel misplaced, but it's a decent enough fight if you focus on the tank and memorize where the e-holes are... But! The cutscenes and delays for every one of its moves and the constant repetition of 'helpful' advice from your team did my head in. I made me mad enough to mute the voices.
So I poopsocked this the last two days and just finished it.
Good game, but stretched too thin by repetition. They run out of new enemy and mission types long before the game ends.
The mandatory 'side missions' serve at least some purpose as looting and leveling opportunities, but I wonder if there was a basebuilding aspect at some point that these would feed into as well. There's a point in the story that would lend itself really well to checking your decisions. As it is now, they just come off as pretty blatant padding. And maybe that's all it ever was. Oh well.
spoiler (click to show/hide)
The 2nd and 3rd/final boss are much nicer than the 1st, cause they have fixed positions. By the time you run into them, your guys are also much stronger, with more tools to deal with the reinforcements, so they're less overwhelming.
The last hero/main character you find seems to be really important for the lore, but gets barely any screen time or character development. It really sticks out. Once you have her, there's also no reason to use the faceless mooks lining up outside your door.