So, youre able to employ your preferred strategy, and not, as in SupCom, have to make do with whatever limited death-machines the mission doles out to you.Why do I do it Shouldnt the journey be as important as the destination A light flicks on in a house just ahead of me.Theres a pause, and then an unmistakable guitarline snakes out into the cold, quiet air.
I cant help but glance in the window of the house as I pass, hoping to see the face of my personal Jesus. The guy in there sees me and freezes, his fingers also mid air-guitar. I look at his hands. He smiles. I smile. And I walk on, still grinning. Just that little bit of reward en route, no matter how silly, made the struggle so much more bearable. Enjoyable, even. Ill be home soon. Where Ill have to play more Forged Alliance. It thinks making the angle of incline ever-sharper is entertainment in itself. Its a fabulous multiplayer game, but in single-player its cruel and cold. It never rewards you with brief moments of pleasure during its crazy-long levels - it just points up at the yards and yards of sharp slope still ahead of you, and laughs at you. If you played campaign mode in the original SupCom, youll know the faint horror of the phrase Operational area expanded. Upon apparently vanquishing your foes, the map grows, revealing some hitherto unseen threat on a remote new corner rather than granting you the sense of achievement of a whole new level. Its oft-expanding maps are longer - the first one alone took me almost three hours - and it cheats like a bastard to boot. When the game zooms out, it doesnt, as its parent did, merely task you with a new enemy base to destroy. It also immediately throws everything its got at you, ludicrous waves of drones and tanks and planes and battleships and submarines and skyscraper-high deathbots thatll often wipe-out half of what youve spent the last hour building in one fell, unfair swoop. Your hard-earned victory becomes a desperate fight for survival. Its distractingly artificial - try to analyse why all these guys have been just off-screen, conveniently ignoring you until now, and the whole thing feels utterly ridiculous - as well as punishing. Add to that your superiors constantly bellowing unreasonable orders at you, which if followed tend to result in a quick and humiliating death (hint: ignore them, and attack in your own time), and when the missions finally over, you wont feel triumphant as much as you will relieved. Then again, this is a grim future where there is only war, to coin a phrase. Which is exactly what long-term SupCom players signed up for - they want war on a massive, challenging scale, not to go through the motions again. From the very start of the six-mission (each taking several hours, remember) campaign, youve got access to almost all the toys in your toybox, with Forged Alliances shiny new ones gifted to you as the game goes along.
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December 2020
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