I'm not totally disappointed with Empire of Sin, but not really thrilled either. As a long time fanboi of the undead platypi grand strategy games, tho, this is a worrying trend in terms of the quality of games y'all are putting out.
That said, this game has potential enough that I feel with some good constructive criticisms, it can be made into a very good game. Lots of bullet points to follow
-- Why the frak does it have different controls than every other Paradox (and honestly, most games in general)? After tens of thousands (No. That is not hyperbole.) of playing Paradox grand strategy games I fully expected to be able to hit spacebar to pause the game. Nope. That's not the default. Thankfully, at least that can be changed so now I can do that. Why isn't the middle mouse button mapped to camera rotation like, I don't know, every other frakkin' 3D game worth playing at this point.
-- Starting a speakeasy as a gangster was hard. Starting a protection racket, on the other hand, just required a couple tough guy friends and finding a neighborhood nobody else was in. Yet, guess what we can't do? Protection rackets, not speakeasies, were the foundation of the mafia (both in the real world and the romanticized versions) because of that. In fact, none of the street crime elements are available. No girls on the corners. No hustlers running numbers in bars. No warehouse break ins. Nothing but generic tycoon game building businesses reskinned with mob-ish names. And you spent how long copying Monopoly Tycoon to come up with this part of the game?
-- The AI is at its best bad and at its worst annoying. No. I do not want to fight 30 fights in a row of 3 random gangsters attacking my 2 random guards. I never want to do that. NEVER. But I don't have a choice because if I don't at least wound the guys outside, they'll steamroll right in and take my businesses, right? It's not like those fights are any fun at all. They are nothing but dice rolls. If you get lucky with your guys, you'll win. If not, you'll lose. That's not fun. That's something you put up with to get to the fun, and yet, Empire of Sin essentially turns that into the bulk of the gang war fighting.
-- Speaking of game wars, stop me if you've heard anyone mention skipping them and just going straight for the AI safehouse. Wanna guess why? It's the shortest path to the cheese, and also, it's the only way to avoid that previous comment about fighting boring generic fights over and over and over and over and over and over and over and over and over and over and over. Of course, if it was a real safe house, it'd be nearly unassailable and the boss would have an escape route. I mean, Al Capone didn't die in a hail of bullets, and it's not because nobody ever though of trying to give him that death. It's because he wasn't stupid enough to put himself in a position where just a handful of guys could trap him in a building with nothing but a handful of guards between him and said hail of bullets. Boss fights should be the end of a war, not the easy way to win them. So while you're fixing being stuck fighting generic fight over and over and over and over and over and over and over and over..., could you maybe teach the AI to put escape routes in their safehouses and tell the bosses to run if things are going badly in the fight. Then, give us more options when setting up those fights such as stationing groups at known entrances, using moles to ferret out any mouse holes the rat might scurry out or any stashes of extra weapons and gear they have squirreled away (I was totally going to keep going with more rodents, but this point is already getting long enough).
-- Diplomacy needs totally reworked. It's pointless now. We should be able to set up deals that grow into partnerships. Instead, we're stuck with a shallow, seemingly tacked on after the fact diplo system that makes the first EU look inspired (sorry, but I really hated EU 1's diplomacy way way WAY long time ago). It should be possible to make deals setting up territory, distribution, etc. This would be especially useful for things like protection rackets so the two 'allies' don't try shaking down the same businesses.
-- Getting back to the UI I mentioned at the beginning. Why exactly can I not set production at the brewer itself? Why can I not set what alcohol gets served where? Why is an entire neighborhood considered one economic level rather than the far more realistic good, bad, and mediocre gin joints you'd expect to have? Why is the sky blue? Why is grass green? Seriously, these are obvious things in a tycoon game that has actual depth to it.
-- Dear skeletal egg laying mammals, why does my boss have to do everything themselves? Sure, at the start of my little criminal enterprise, I need to be physically present at everything. But once I have a decent little turf carved out, I kinda should be able to simply give orders to my lieutenants (speaking of which, I should have more of those and they aren't for running safehouses) and they carry them out. I should be moving from the tactical to the strategic. But still let me fight tactical fights using my guys as long as they're not the generic goons vs generic goons that we have to fight over and over and over and over and over and over and over and over and over and over...
-- Did y'all hire the animators who made Mass Effect: Andomeda such a smashing failure at release? Seriously. There are kids in preschool putting out better animations. The fact you're using any default engine animations at all is a failure on your part. Admittedly, this point is this far down the list because animation isn't a high priority in a tycoon/tactical game, but c'mon. It's so bad it's distracting. And I'm not even going to get into the voice "acting" that y'all obviously didn't care about.
Now, this might have seemed pretty negative, because it was. This is not a game I'd have expected from Paradox a few years ago (although after Imperator Rome....). It's so painfully obviously not done, and the parts that were done are shallow and rushed-feeling. That said, it can be salvaged which is why I bothered to take the time to make this post.
p.s. If this is what Vampire: Bloodlines 2 is currently like, please delay it. I mean, Cyberpunk 2077 is coming out next week so it's not like I need another new game right away. I've had Vtm:B2 pre-ordered forever because I was such a huge fan of the original so I'm okay with y'all taking time to get it right.
That said, this game has potential enough that I feel with some good constructive criticisms, it can be made into a very good game. Lots of bullet points to follow
-- Why the frak does it have different controls than every other Paradox (and honestly, most games in general)? After tens of thousands (No. That is not hyperbole.) of playing Paradox grand strategy games I fully expected to be able to hit spacebar to pause the game. Nope. That's not the default. Thankfully, at least that can be changed so now I can do that. Why isn't the middle mouse button mapped to camera rotation like, I don't know, every other frakkin' 3D game worth playing at this point.
-- Starting a speakeasy as a gangster was hard. Starting a protection racket, on the other hand, just required a couple tough guy friends and finding a neighborhood nobody else was in. Yet, guess what we can't do? Protection rackets, not speakeasies, were the foundation of the mafia (both in the real world and the romanticized versions) because of that. In fact, none of the street crime elements are available. No girls on the corners. No hustlers running numbers in bars. No warehouse break ins. Nothing but generic tycoon game building businesses reskinned with mob-ish names. And you spent how long copying Monopoly Tycoon to come up with this part of the game?
-- The AI is at its best bad and at its worst annoying. No. I do not want to fight 30 fights in a row of 3 random gangsters attacking my 2 random guards. I never want to do that. NEVER. But I don't have a choice because if I don't at least wound the guys outside, they'll steamroll right in and take my businesses, right? It's not like those fights are any fun at all. They are nothing but dice rolls. If you get lucky with your guys, you'll win. If not, you'll lose. That's not fun. That's something you put up with to get to the fun, and yet, Empire of Sin essentially turns that into the bulk of the gang war fighting.
-- Speaking of game wars, stop me if you've heard anyone mention skipping them and just going straight for the AI safehouse. Wanna guess why? It's the shortest path to the cheese, and also, it's the only way to avoid that previous comment about fighting boring generic fights over and over and over and over and over and over and over and over and over and over and over. Of course, if it was a real safe house, it'd be nearly unassailable and the boss would have an escape route. I mean, Al Capone didn't die in a hail of bullets, and it's not because nobody ever though of trying to give him that death. It's because he wasn't stupid enough to put himself in a position where just a handful of guys could trap him in a building with nothing but a handful of guards between him and said hail of bullets. Boss fights should be the end of a war, not the easy way to win them. So while you're fixing being stuck fighting generic fight over and over and over and over and over and over and over and over..., could you maybe teach the AI to put escape routes in their safehouses and tell the bosses to run if things are going badly in the fight. Then, give us more options when setting up those fights such as stationing groups at known entrances, using moles to ferret out any mouse holes the rat might scurry out or any stashes of extra weapons and gear they have squirreled away (I was totally going to keep going with more rodents, but this point is already getting long enough).
-- Diplomacy needs totally reworked. It's pointless now. We should be able to set up deals that grow into partnerships. Instead, we're stuck with a shallow, seemingly tacked on after the fact diplo system that makes the first EU look inspired (sorry, but I really hated EU 1's diplomacy way way WAY long time ago). It should be possible to make deals setting up territory, distribution, etc. This would be especially useful for things like protection rackets so the two 'allies' don't try shaking down the same businesses.
-- Getting back to the UI I mentioned at the beginning. Why exactly can I not set production at the brewer itself? Why can I not set what alcohol gets served where? Why is an entire neighborhood considered one economic level rather than the far more realistic good, bad, and mediocre gin joints you'd expect to have? Why is the sky blue? Why is grass green? Seriously, these are obvious things in a tycoon game that has actual depth to it.
-- Dear skeletal egg laying mammals, why does my boss have to do everything themselves? Sure, at the start of my little criminal enterprise, I need to be physically present at everything. But once I have a decent little turf carved out, I kinda should be able to simply give orders to my lieutenants (speaking of which, I should have more of those and they aren't for running safehouses) and they carry them out. I should be moving from the tactical to the strategic. But still let me fight tactical fights using my guys as long as they're not the generic goons vs generic goons that we have to fight over and over and over and over and over and over and over and over and over and over...
-- Did y'all hire the animators who made Mass Effect: Andomeda such a smashing failure at release? Seriously. There are kids in preschool putting out better animations. The fact you're using any default engine animations at all is a failure on your part. Admittedly, this point is this far down the list because animation isn't a high priority in a tycoon/tactical game, but c'mon. It's so bad it's distracting. And I'm not even going to get into the voice "acting" that y'all obviously didn't care about.
Now, this might have seemed pretty negative, because it was. This is not a game I'd have expected from Paradox a few years ago (although after Imperator Rome....). It's so painfully obviously not done, and the parts that were done are shallow and rushed-feeling. That said, it can be salvaged which is why I bothered to take the time to make this post.
p.s. If this is what Vampire: Bloodlines 2 is currently like, please delay it. I mean, Cyberpunk 2077 is coming out next week so it's not like I need another new game right away. I've had Vtm:B2 pre-ordered forever because I was such a huge fan of the original so I'm okay with y'all taking time to get it right.
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