Yeah basically creators have 0 interest in the subject material and just use it as a host body for their own ideas. This can be the “the message” or just creation for their own amusement. There is also a good chunk of “I know better” coming from these parasitic creators, be they writers or directors.
BTW, I feel like if maybe we stop hearing incredibly racist remarks from creators and jurnos either as part of the marketing material or every time something fails it would be beneficial.
a hero shooter made for the “modern audience” so popular it was killed off 2 weeks after release.
characters were so ugly no one felt “represented”, so after gaining around 670 players as all time high, sony pulled the plug.
also being 10 years late to the party and demanding 40€ where others provide better content for free were additional nails in the coffin.
in the age of “all female gyms” : brave and stunning
while “all male gyms” : misogynie
you really wonder why dudes want something for themselves ?
my older (dad/gramps) generation went to the local pub to get away from the nagging at home, nowadays people don´t take kindly to getting nagged at constantly in their preferred pass time, simple as.
Much of that is true. Characters are awesome in SM2. As is the environment and scale of conflict. Lore is fantastic as well. Graphics are a reasonable downgrade IMO, but still pretty dang good (the fire effects are way worse though lol).
However, the combat in SM2 is *** WAY *** worse. It ain’t even close. It’s not in the same universe. SM2 combat is a jank filled mess. Clunky, slow, and unresponsive. It has the potential to be good, and some of the sync kills are pretty cool. But as it stands, it’s 6/10 at best. I genuinely wonder how the combat system even made it through play testing for release.
In my opinion, DT combat is an absolute masterpiece, unmatched. There’s no game on the market like it, or even remotely close to as polished, fluid, and satisfying. It’s in a category of its own. Maelstrom maps with the right team are jaw dropping in their intensity. VT was great, but DT was a substantial improvement.
All they gotta do is remove trappers… or make their nets not capable of flying unscathed through packs of crushers, walls, barrels etc.
Imagine though, DT combat system but playing as space marines…
I have to say, it took Space Marine 2 launch for us to actually gain some extra perspective and provide this of positive vibes towards Fatshark. I just hope they actually read some of it
they could take some inspiration from the missions and architecture, as far as this is technically feasible.
i found the mission where we escorted the walker blasting enemies enjoyable.
There’s so much potential for 'Tide games in the 40K universe. It’s really pretty amazing to contemplate.
A dream of mine (which will probably never happen) would be a 'Tide-like called “Autarch” (although "Exarc has a better ring) that would have players following the various Eldar aspect warrior pathways, working up to an exarch and then eventually combining various aspects together as an “Autarch”
I just want to see a world built around the Craftworlds exploring various parts of the galaxy and eldar fighting orks, 'nids, necron, with all of their awesome tech.
Yeah, a while back I said it would be nice to use some of those Leman Russ assets in the game (obviously extra work required) and add an escort mission. You would escort a tank or APC blast through gates of Atoma on a way towards some major objective, maybe introduce a new enemy type with a rocket launcher to spice it up.
That would be very cool but its not happening with GW controling the IP like they are. Space Marines and Imperium are their main products so they use games as advertisment.
Yeah after playing operations for a bit as bulwark I entirely agree
Operations is absolutely terrible compared to dt a complete and utter poorly thought out mess of balancing and design decisions that seemly got about 2 seconds of thought before being implemented
I sure do love my MELEE class being awful at melee compared to a guy with no melee weapon and a heavy bolter because his parry windows are all much much harder because when you tap the parry key he will first block before actually being able to parry an attack.
They aren’t nearly as involved in the game dev process as you think they are.
They don’t decide direction at all, in a basic license acquisition they mostly check if the depiction fits and that’s it.
nope, you got it right. and thats why darktide has this crisp and responsive flick-shot mouse aim goodness whereas space marine 2 has me do quicktime enemies in order to refill what “toughness” would be here.
still got my fun right now leveling my space marines, dont get me wrong.
but where darktide lets me shape an engagement free hand, sm2 has me kick the little nids back in order to force a glory kill aka shield reload and it feels literally like pulling a lever at an assembly line.
so sm2 grandeur with darktide gameplay would be the best of both worlds.
So I’ve been playing operations in Space Marine 2 for a while now, and the best way I can describe it, and my goal here is not to bash the game, is that Darktide has the benefit that after an intense Auric Maelstrom, I want to immediately queue in again to do another one because the gameplay is so addictive.
Even after playing Darktide for 2.2k hours, I’m still addicted. Guess I’m the intended audience?
Compared to Space Marine 2, when we reach the operation’s completion screen, I just want to close the game because I’m fatigued, drained.
The combat is full of lows and highs.
When it works; when you can fight one Majoris level enemy and trade and do parries and all that snazz, it’s really fun, but other times you just die, and the game is way too balanced around the shield system compared to Space Marine 1, where you got life back by killing a lot of enemies, which meant you could brute force your way through it a lot of the time when everything else failed.
The parry mechanic, you can parry every attack even non blue ones, in Space Marine 2 quickly falls apart as you go higher in difficulty and face larger swarms, and the best way to combat that problem it is to play the Heavy class with a Multi-Melta , which is an insanely broken and overpowered class/weapon combo that doesn’t care about getting hit because Multi-Melta will heal you to full health with one salvo, something no other class can do unless you do some gimmick stuff like drop Bulwark’s ulti before you do an execution.
Heavy simply shoots their Multi-Melta and wins automatically.
Haven’t played PVP so I can’t say anything about that mode.
Getting a fencing weapon will help out a ton with tbose timings. Heavy is actually forced into a balanced block, while every other class can take fencing if they want.
It’s very unbalanced because fencing is pretty much objectively the best (except maybe on Vanguard with the right perk) block stat, and it’s very hard to play with a balanced weapon on t4. I imagine block is very painful to play with.