nemesis8722 Blog
More Mech Action!
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Chromehounds Initial Impressions
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Chromehounds is pretty awesome. Not every game makes me play for 10 hours straight. Yes, I started playing at 3 in the afternoon, and stopped at 1 the next morning. I keep asking myself why this game is so good/addicting. I can't come up with a great answer. The single player is ok. There are six missions for every specific role type. This would be fine, but all the soldier missions, sniper missions, etc. are all in a row. As you may expect, setting up 6 sniper ambushes in a row can get a little repetitive. They should have forced you to break up the action a little more, but overall the single player is pretty fun and unlocks some cool parts for use on your multiplayer hound (mech).
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Gameplay from a couple sniper RT single player missions as well as a test of my multiplayer hound.
In Chromehounds, multiplayer is where it's at. The game has a "persistent world" war thing like Steel Battalion. But unlike SB: LOC, there appears to be no specific end of the war or change of maps. You just fight on the maps where the battles really are. The Idea is pretty cool, but I think it may run into problems when it forces you to play the same maps over and over again as the tide of war switches back and fourth. It could be cool, though, if at one point the factions switched positions, for example, from north and south to east and west.
The first thing you must do to be able to play online at all, is join a faction and squad. A squad is a group of up to 20 members that is supposed to work closely together. They make it very difficult to play with friends who aren't in your squad. That sucks, but the whole system works out pretty well. My main fear, which proved to be true at 1 am, is that even with 20 players in a squad, you're not going to be able to hop online anytime and get a quick game in. The squad system does have its benefits though. When you go into the online portion of Chromehounds, you are transported directly to the "squad lobby" where you and your squadmates can customize your hounds, test them, and talk over strategy.
This, however, is where the multiplayer (on the first day at least) kind of falls apart. In theory, a squad (or a unit within a squad) should have "Roletypes" (RTs) for each person to make a balanced, and tactically sound team. But right now, everyone is just trying to make the best mech with the biggest weapons they can. If people stick with the game, I'm sure this trend will die down, but if it stays like this, the game certainly won't be as much fun as it could have been. I am guilty of this myself. However, once I go through all the RTs in single player, I plan on sticking with one specific type for multiplayer. Hopefully other people will do the same.
But anyway, my initial impressions are very good. I think the last time I played a game for 10 hours (or more) straight was Steel Battalion: Line of Contact. I played continuously for 18 hours in the last day of Campaign mode. That was quite a night/morning
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