Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
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https://tallyhocorner.com/2021/08/3x3-4/
Carrier Command 2
Where’s my crew of able androids? Why, in the year NEARFUTURE, are none of my war machines fitted with night vision cameras? How come my carrier is capable of 90 knots while the amphibious vehicles it disgorges dawdle to shore like clapped-out AAVs? Why has that enemy warship decided to go lounge on a beach mid-skirmish? Why can’t I drag-select groups of units on the nav map? Am I missing Hostile Waters’ soul chips as much as I think I am?
I’m three hours into MicroProse’s Carrier Command sequel and the nagging questions are mounting up like bladderwrack on a storm-pounded Cornish beach.
Right now, the novelty, tactical freedom and splendid GPU-gentle visuals, are keeping my enthusiasm levels high, but, if the niggles continue to accrue at their current rate, full-blown malaise by Monday morning is by no means out of the question.
Carrier Command 2, like its Eighties inspiration, is a sim-RTS hybrid in which capturing islands with the replenishable contents and appendages of a futuristic flat top is the name of the game. Every randomly placed, procedurally generated archipelago has its own topography and defences, and, once conquered, grows your tech tree in a different manner.
Naturally, you’re always sharing the map with at least one silicon adversary, and that carrier owner is just as interested in acquiring beachfront real-estate as you are.
The virtual ship’s bridge you exit at your peril is both a delight and an irritant. Lined with usable stations, flickable switches, and functioning monitors, it implies that the game’s aggro arcs were never meant to be operated by lone defrosted mercs like your good self. Whereas the Rainbird original let you wage war from a single well-organised control console…
…in CC2 – assuming you don’t multiplay – you’re very much a blue-buttocked fly. WASD hither, press this. WASD thither, press that. The captain’s throne with nearby holo-map that should be tailor-made for solo players, is, in fact, little more than a posing/pondering plinth.
If the game was less bridge-focused, and units were more street/strait-wise, first-person excursions in winged and wheeled death-dealers would be more tempting.
As things stand, spending prolonged periods away from your floating nerve centre, is asking for trouble. A lot can go awry in the time it takes to personally deliver a Razorbill’s bomb-load, or pulverise a vehicle column with a Seal’s main gun.
Turning a blind-eye to the UI and AI shortcomings would be significantly easier if there was an Early Access banner on the Steam page or a “PLANNED IMPROVEMENTS” post in the official forum. It’s hard to believe that MicroProse Mk II would let a game with Carrier Command 2’s potential to please, sail into the sunset with “CAVEAT EMPTOR” daubed on its flight deck, but right now there’s no evidence to suggest they won’t.