Tedious: too long, slow, or dull; tiresome or monotonous
I think what you were going for was challenging and/or punishing. The first game explicitly has ends to each city type, and I certainly wouldn’t describe watching the city steam a man alive to get the people to tolerate you putting sawdust in their food “dull”
It’s not difficult, it’s not complex, it’s not deep. It’s incredibly pretty, and it brings its atmosphere along incredibly well. But the moment you run into challenge, the veneer cracks and flakes off, as all you have to do is load&save constantly and go through the same few events until you know which option to pick when.
Until that point, it is amazing, past that it depends on when it gets you. Luckily I was close to the ending of the main mission, so pushing through did not take long, and the end is pretty damn exciting to get through.
The other missions unlocked after are… well… they kinda lack the veneer from the get-go, at that point. Which ruins it a bit. I’ve heard only good things about FP2 in regards to fixing this particular problem of the first game though.
It is the exact opposite of that. Easily the best paced strategy game in years. This thing moves. It flows. If Anno had somehow managed to channel the narrative of Snowpiercer and the compulsive clicky crunch of Clash of Clans it would be this.
It’s really, really good.
Now if you’ll excuse me, I’ve promised mutually exclusive things to a bunch of council members and I have to somehow navigate a multi-party system without being forced to use the elderly for food.
If Anno had somehow managed to channel the narrative of Snowpiercer and the compulsive clicky crunch of Clash of Clans it would be this.
Depending on how you read it, that explains why FP1 did not have the staying power nor depth nor draw of Anno. 😛 Still enjoyed playing through it once, but as far as best-paced goes, I don’t think the granted-much-newer Against The Storm can be beat in that regard, successfully managing to remove the rote nature of most long-tail city building from the genre - even FP1 sadly has that, more on account of how shallow its underlying systems are though, not that the campaign is done too long.
Now if you’ll excuse me, I’ve promised mutually exclusive things to a bunch of council members and I have to somehow navigate a multi-party system without being forced to use the elderly for food.
This is kinda what I mean, actually. FP1 sells its narrative and atmosphere and story super well, even if once you try the waters, it becomes painfully obvious stuff like that is just a story-cover draped over a very rudementary core. These decisions are trivial in their nature and effect even as they sell themselves as being sweeping. The core directional decision sounds gruesome, but never truly amounts to much mechanically, so it peels off pretty quickly, too.
Either way it’s just about maxing your tree depth so you essentially “beat” the game as people no longer become unhappy, and then optimize grid layout a bit (not even much) to survive the ending.
Don’t get me wrong though, FP1 was fun to play. In hindsight it’s a mediocre city builder polished to an absolute gleam, which makes it “good”. I would not say it’s more than that, tbh, but then again it kinda doesn’t have to be, either.
Right now I’d say on that continuum it’s probably FP2>Against the Storm>FP1, but I need to play more FP2 to know for sure.
I mean, I will give you that Frostpunk does trade off some procedural complexity for the ability to give you narrative scenarios, but that’s not a bad thing. I am waaaay past needing every game to be an evergreen forever thing these days.
That said, if anybody is just hearing about Against the Storm now, they should go play Against the Storm. Against the Storm is also good.
I need to spend more time with it, but there is an unexpected level of nuance to that, isn’t there? You can drag your feet a LOT, and you can promise a choice on the next law to be enacted or to research a technology without comitting to it actually being deployed. Accurately conveying democracy in a game is pretty much impossible, but I do like how well they let you play the policy delay game.
It’s a tedious city builder, if you like that kind of thing.
Tedious: too long, slow, or dull; tiresome or monotonous
I think what you were going for was challenging and/or punishing. The first game explicitly has ends to each city type, and I certainly wouldn’t describe watching the city steam a man alive to get the people to tolerate you putting sawdust in their food “dull”
No, tedious. Frostpunk 1 is genuinely tedious.
It’s not difficult, it’s not complex, it’s not deep. It’s incredibly pretty, and it brings its atmosphere along incredibly well. But the moment you run into challenge, the veneer cracks and flakes off, as all you have to do is load&save constantly and go through the same few events until you know which option to pick when.
Until that point, it is amazing, past that it depends on when it gets you. Luckily I was close to the ending of the main mission, so pushing through did not take long, and the end is pretty damn exciting to get through.
The other missions unlocked after are… well… they kinda lack the veneer from the get-go, at that point. Which ruins it a bit. I’ve heard only good things about FP2 in regards to fixing this particular problem of the first game though.
Lmao okay so you had a skill issue and got salty, got it.
I finished the game perfectly fine? It wasn’t difficult? My point was that it was too easy, after all? 🤷♀️
Very pretty if i might add
It is the exact opposite of that. Easily the best paced strategy game in years. This thing moves. It flows. If Anno had somehow managed to channel the narrative of Snowpiercer and the compulsive clicky crunch of Clash of Clans it would be this.
It’s really, really good.
Now if you’ll excuse me, I’ve promised mutually exclusive things to a bunch of council members and I have to somehow navigate a multi-party system without being forced to use the elderly for food.
Depending on how you read it, that explains why FP1 did not have the staying power nor depth nor draw of Anno. 😛 Still enjoyed playing through it once, but as far as best-paced goes, I don’t think the granted-much-newer Against The Storm can be beat in that regard, successfully managing to remove the rote nature of most long-tail city building from the genre - even FP1 sadly has that, more on account of how shallow its underlying systems are though, not that the campaign is done too long.
This is kinda what I mean, actually. FP1 sells its narrative and atmosphere and story super well, even if once you try the waters, it becomes painfully obvious stuff like that is just a story-cover draped over a very rudementary core. These decisions are trivial in their nature and effect even as they sell themselves as being sweeping. The core directional decision sounds gruesome, but never truly amounts to much mechanically, so it peels off pretty quickly, too.
Either way it’s just about maxing your tree depth so you essentially “beat” the game as people no longer become unhappy, and then optimize grid layout a bit (not even much) to survive the ending.
Don’t get me wrong though, FP1 was fun to play. In hindsight it’s a mediocre city builder polished to an absolute gleam, which makes it “good”. I would not say it’s more than that, tbh, but then again it kinda doesn’t have to be, either.
Right now I’d say on that continuum it’s probably FP2>Against the Storm>FP1, but I need to play more FP2 to know for sure.
I mean, I will give you that Frostpunk does trade off some procedural complexity for the ability to give you narrative scenarios, but that’s not a bad thing. I am waaaay past needing every game to be an evergreen forever thing these days.
That said, if anybody is just hearing about Against the Storm now, they should go play Against the Storm. Against the Storm is also good.
Oh that’s been my new favorite tactic. I said you’d get research and a vote. I didn’t say it would be enacted or that we would build that…
I need to spend more time with it, but there is an unexpected level of nuance to that, isn’t there? You can drag your feet a LOT, and you can promise a choice on the next law to be enacted or to research a technology without comitting to it actually being deployed. Accurately conveying democracy in a game is pretty much impossible, but I do like how well they let you play the policy delay game.