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Turn-Based Tactics CORRUPTION 2029 - dystopian tactical strategy game from Mutant Year Zero devs

Infinitron

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Well, this is out. Advantage of announcing a game a week before release is that the reveal trailer can also be the launch trailer.
 
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being released on epicfail store speaks volume already for its quality, but i want to be optimist, even for a brief moment: so how is it? does it really suck as much as expected?
 
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It's exactly like Mutant Year Zero (which I liked) gameplay-wise. Except it's dark and drab and serious, instead of the over-the-top MYZ. So far I'm liking it less than MYZ.

I really hope there will be some story, as I did enjoy the real-time exploration with turn-based combat combination. Don't have high hopes, as this really looks like something put together in between major projects to get some extra cash.
 
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of myz i hated the extremely small numbers and the rigid percentages. given the situation i moved perfectly, yet i failed 2 75% while the enemy succeded in 3 50%. i lost doing the best i could. that's retarded.
is it the same here?
 
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3 missions done, RNG same as in MYZ. Doesn't feel particularly unfair, but had a "fuck you rng" moment already. Enemy variety so far seems worse than in MYZ, and it's definitely more conservative on giving out gear. Some mission laptops hint at a story, and it'll probably end up with you being the bad guys. This really is nothing more than a MYZ reskin, but without some of the funny character banter.
 

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With games like these it feels like it would make more sense for Epic Games Store to be a subscription service. You have this game that clearly exists only because Epic paid for it, like how Microsoft buys developers to create games for Game Pass.
 
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On the plus side, I haven't encountered any bugs.

Another negative is complete removal of scavenging from MYZ. There's no currency to gather, no upgrades to buy (at least as far as I got). So very little reason to explore the maps, unless the objective is to kill all enemies.
 

Jinn

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Another negative is complete removal of scavenging from MYZ. There's no currency to gather, no upgrades to buy (at least as far as I got). So very little reason to explore the maps, unless the objective is to kill all enemies.

Sounds like they removed a large part of what made Mutant: Year Zero a unique tactical shooter in the first place. They've basically taken away the impetus to explore. If they didn't really add any complexity to the actual combat - which was already pretty simple in MYZ - you have to wonder what they're trying to achieve here.

Sounds like this game is literally made to be paid by Epic.

Oh, yeah, money.

These developers are taking steps backwards on an already slippery surface. If what is being said about this game is true, the little respect I gained for them with MYZ has pretty much been completely lost.
 
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Finished it, summary: utter, complete, total rubbish.

While the base gameplay is same as Mutant Year Zero, the following is missing in this game:
  • characters - every character in your party (all 3 of them!) is the future cyborg soldier with no humanity left. No differentiation between the characters at all.
  • skill/perk trees - you get implants instead, 3 per character. you can freely change them between the missions. every soldier can use whatever combo you want
  • cool guns - every gun is super weak (I think hugest damage is 5, if you don't count BOYOs that do 15, but are more special weapons than primaries). wtf sniper rifle dealing same damage per shot as a pistol...
  • any kind of economy - no scrap, no reason for exploration, no shops to buy stuff
  • upgrades for weapons - what you get is what you get, you want shooty farther, plug in an implant
  • reasons to explore - already wrote about scrap, but you can't even find any weapons during the missions. the only incentive to look around are notes/newspapers telling the "story"
  • armour - no armour or helmets for your dudes
  • enemy variety - all the enemies just feel and look like guys with guns, not much smarts in them either. they always have superior numbers though
  • map variety - the game is 18 missions, 6 in every chapter. in the whole game you have 7 maps. Seven, that's it. Some missions require you to go between maps, so you might see a location more than once during single mission. Not even small things change - all those cars, bodies, etc. are always in the same place. Buildings you blew up in previous mission get magicked back to their normal state when you revisit. Enemy locations are exactly the same. The only thing that changes in chapter 3 is that everything gets a horrible red tint, all your enemies get more hp, and a red aura around them
  • colours - everything is drab grey or brown
  • mission variety - shoot everyone; rescue someone by shooting everyone then take them to another map, shoot everyone, call evac; touch mcguffin (you can skip killing everyone in those)
  • inventory management - in MYZ your characters had limited granades it was per char. here you have 3 granades per squad, and you can configure them at the time of throw to be fire/explosive/etc. Medkits and remote explosives are also per-squad
  • any kind of plot development - even in MYZ you got the whole where are the mutants coming from arc and the main story arc. not high-brow writing, but not utterly shit. In here, you have barely any development, you can feel that whoever is giving you orders is evil by mission 2 (so you aren't bad guys, you're stupid guys from good faction that get duped to do big evil's bidding). The general that shows up in chapter 3 makes no sense whatsoever either. Only decent flavour comes from conversations you can overhear between enemies, and one or two decent notes. No way to review those after the mission though.
What this game has is boredom, as every mission after first 3-4 feels exactly the same. And due to low weapon damage it is also a grind. Enemies aren't particularly smart either.

I did say no bugs earlier, but there are some. Most visible was discovering enemies when shooting with sniper rifle, as camera follows the bullet. You could end up with an enemy behind a wall being targetable. And sometimes you wouldn't see the buildings enemies are in when targetting with sniper rifle and max range implant.

Anyway, waste of time and money. And for the studio, colossal waste of good will and potential. MYZ with better stealth (cones of vision/hearing range), more open world, and even a light strategic layer a-la xcom would be great. Instead we got something that feels like something interns whipped up during summer vacation using the existing tech.

Major fucking disappointment, and if I haven't spent time on this to provide this glorious review, I would have asked for a refund.

MYZ is superior in every single aspect.
 

Viata

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Back in NES times, it used to have devs that released incomplete games(in some cases, it only had the same stage with different pallets or even stages impossible to pass it because there was nothing after it) to get money easily. Now, this game is the modern version of that. It's a completely functional game, however, it is obvious that the game was released to get money from Epic. I don't think they ever expect this game to sell anything. The reason the game is complete is because I don't think Epic would pay for it if it was not.
 
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Codex Year of the Donut
Not really like Epic started this trend anyways though. e.g., VR hardware manufacturers pay developers to create games. InXile even got in on that with their crappy game.
 

Drakron

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I will just point out the fact this isnt porn upsets me, we need more corruption porn games.
 

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https://www.pcgamer.com/corruption-2029-review/

CORRUPTION 2029 REVIEW
Smartly designed, but lacking in flavor.

Now this was unexpected: a new game from the creators of Mutant Year Zero: The Road to Eden, announced just two weeks before its release. I'm not sure what's more surprising, that developer The Bearded Ladies would drop a completely new game with almost no warning, or that it's another stealthy turn based tactics game that isn't a sequel to Mutant Year Zero.

Instead, Corruption 2029 is set in a dystopian semi-post-apocalyptic America, split into a forever war between two indistinguishable factions—the enemy NAC (New American Council) and the player-aligned UPA (United Peoples of America). These wars are fought between 'units', soldiers that have been so heavily cybernetically augmented that they have seemingly lost all free will and are controlled remotely by drone piloting commanders. It's a neat little meta commentary on the concept of the strategy game, and it's unfortunately about the closest the setting gets to being interesting.

There's a real lack of personality here, especially compared to Mutant Year Zero, whose cast of loveable anthropomorphic weirdos are far more memorable. Even by the standards of XCOM, Corruption is wanting. With no visual customisations, no permanent levelling choices and no permanent death, the Units are as interchangeable and unmemorable as the fiction says they are. There are three of them, and I have already forgotten two of their names.

There is some visual style in the unit designs—mash ups of light clothing, angular armour and robotic limbs that call to mind Titanfall as much as they do XCOM. Unfortunately, the environments are much less interesting, with the same handful of locations reused for multiple missions. You'll find yourself repeatedly raiding the same motel over and over, although with different guards and objectives, giving the impression that this entire continent spanning war is actually being fought in a single one horse town.

Once you dig into the tactical toolbox on offer, you'll find a lot of fun toys to play with. Each level has two distinct phases. Units can wander around in real time so long as they aren't seen, and then drop into turn based combat to fight. The first half of the level is spent carefully picking off stray enemies. The second occurs when you've finally run out of soft targets and have to fight the main enemy force out in the open. Again, this is very Mutant Year Zero, but the balance here is strong, and it's rare you manage to take out all of the enemy via stealth. There's always a fight in there somewhere.

Much of this first phase becomes an intricate dance where you carefully figure out just how to inflict the perfect amount of damage so that the enemy gets taken out before anyone notices. Weaker enemies can be killed by the handful of silenced weapons on offer, but tougher ones require tricks. Maybe you can lure them out of range of their allies, where louder weapons can be used, or perhaps you can hit them with a stun attack to get a precious second turn of silent shooting. Just don't give them a turn to act, or they'll radio in a whole map's worth of enemies. It can be a bit arbitrary, charging through a wall and knocking your enemy sprawling is apparently 'silent', but it's a fun puzzle nonetheless.

Levels are also littered with useful pickups that will aid you when the real fight starts. Often you might find a set of turret codes guarded by a couple of soldiers. Lure one away by turning on a radio, kill the other, and you can set up an automated turret to mow down a couple of enemies in the first turn after you go loud.

Inevitably, though, stealth will break down—or you'll simply encounter an enemy you can't pick off—and you'll have to go loud and start a regular turn based tactical fight. Here showier abilities come into play, carefully doled out over the course of the campaign. My favourite, one of the first available, is a giant bionic leap that can launch a unit across the battlefield and onto rooftops. Land on top of an enemy and you'll knock them out of cover. Place it just right and you can knock them off a rooftop, scoring a kill without firing a shot. Others abilities include shots that freeze enemies in place, charge moves, and a large variety of passive stat boosts. These can be changed and remixed as much as you like. Nothing about your units is permanent. They are completely interchangeable.

Enemies aren't terribly varied. There's the rifle guy, the rifle guy who inexplicably has twice as much health, the elite sniper guy, the elite armoured guy, the resurrection drone and the overseer, who throws weird seeker missile drones that attack you in melee. That last one is known in my games as "the bastard".

Between missions you'll find little of substance, with a very basic loadout screen asking you to re-equip your soldiers and pick your missions from a branching tree. Occasionally you'll be asked to choose between two largely indistinguishable missions and pick the one with better rewards. It isn't especially interesting.

I'd really love to know how Corruption 2029 came to be. It feels like a very stripped down, bare bones game—a space for the designers to experiment with concepts in a turn-based tactics space. The big problem with Corruption 2029 is that the same developer put out a very similar game with the same strengths and far fewer shortcomings only two years ago. Fans of Mutant Year Zero might want to check it out to get a bit more of that stealth tactics fix, but anyone else should opt for its more illustrious predecessor.

THE VERDICT
68

CORRUPTION 2029

Fun turn based tactical shenanigans in a drab, simplistic wrapper.
 

ValeVelKal

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Finished it, summary: utter, complete, total rubbish.

While the base gameplay is same as Mutant Year Zero, the following is missing in this game:
  • characters - every character in your party (all 3 of them!) is the future cyborg soldier with no humanity left. No differentiation between the characters at all.
  • skill/perk trees - you get implants instead, 3 per character. you can freely change them between the missions. every soldier can use whatever combo you want
  • cool guns - every gun is super weak (I think hugest damage is 5, if you don't count BOYOs that do 15, but are more special weapons than primaries). wtf sniper rifle dealing same damage per shot as a pistol...
  • any kind of economy - no scrap, no reason for exploration, no shops to buy stuff
  • upgrades for weapons - what you get is what you get, you want shooty farther, plug in an implant
  • reasons to explore - already wrote about scrap, but you can't even find any weapons during the missions. the only incentive to look around are notes/newspapers telling the "story"
  • armour - no armour or helmets for your dudes
  • enemy variety - all the enemies just feel and look like guys with guns, not much smarts in them either. they always have superior numbers though
  • map variety - the game is 18 missions, 6 in every chapter. in the whole game you have 7 maps. Seven, that's it. Some missions require you to go between maps, so you might see a location more than once during single mission. Not even small things change - all those cars, bodies, etc. are always in the same place. Buildings you blew up in previous mission get magicked back to their normal state when you revisit. Enemy locations are exactly the same. The only thing that changes in chapter 3 is that everything gets a horrible red tint, all your enemies get more hp, and a red aura around them
  • colours - everything is drab grey or brown
  • mission variety - shoot everyone; rescue someone by shooting everyone then take them to another map, shoot everyone, call evac; touch mcguffin (you can skip killing everyone in those)
  • inventory management - in MYZ your characters had limited granades it was per char. here you have 3 granades per squad, and you can configure them at the time of throw to be fire/explosive/etc. Medkits and remote explosives are also per-squad
  • any kind of plot development - even in MYZ you got the whole where are the mutants coming from arc and the main story arc. not high-brow writing, but not utterly shit. In here, you have barely any development, you can feel that whoever is giving you orders is evil by mission 2 (so you aren't bad guys, you're stupid guys from good faction that get duped to do big evil's bidding). The general that shows up in chapter 3 makes no sense whatsoever either. Only decent flavour comes from conversations you can overhear between enemies, and one or two decent notes. No way to review those after the mission though.
What this game has is boredom, as every mission after first 3-4 feels exactly the same. And due to low weapon damage it is also a grind. Enemies aren't particularly smart either.

I did say no bugs earlier, but there are some. Most visible was discovering enemies when shooting with sniper rifle, as camera follows the bullet. You could end up with an enemy behind a wall being targetable. And sometimes you wouldn't see the buildings enemies are in when targetting with sniper rifle and max range implant.

Anyway, waste of time and money. And for the studio, colossal waste of good will and potential. MYZ with better stealth (cones of vision/hearing range), more open world, and even a light strategic layer a-la xcom would be great. Instead we got something that feels like something interns whipped up during summer vacation using the existing tech.

Major fucking disappointment, and if I haven't spent time on this to provide this glorious review, I would have asked for a refund.

MYZ is superior in every single aspect.
I agree with almost everything in this review.

- MYZ is certainly the better game, and can be quite fun if you don't abuse the sneakiness. Both games have also in common that they are fun when you fuck up, but not too much. My best moment of grace in MYZ and C2029 is when I failed a sneak killed, triggered all the "survivors" from the map... and came up ahead. The problem is that if you fuck up too early there is nothing you can do against the sheer mass of enemies when you have 3 dudes, and if you don't fuck up it is just a puzzle game where you need to manage how to kill groups of 1 or 2 before they can react.


- 3 characters is reaallly bad. I actually had the most fun in those missions where you need to free a fourth guy, at which point having that extra guy allowed me to survive when failing a sneak attack.

- On the other hand, I actually like the implant system, as you can create pretty cool systems and it forces you to make choices, though a bit too much of these are "must-have" (eg the Mozambican one mentioned above)

- I don't find combats to be that much of a grind. Indeed, guns are fairly weak at 4, but then enemies have very few HP themselves (all of them have 4-14, plus some armor) and by then you will have the powerful grenades, consistent critical on most of your characters (so assume 6 damage most of the time), the absolutely necessary "Mozambique drill" (aka 12-15 damage in one impulse), the heavy machine-gun (12 damage for everything in front of you), ...

- Weapon variety is indeed terrible : Base Pistol, Base rifle, ONE silent rifle, ONE silent pistol ONE shotgun, ONE sniper rifle (which allows you to do sneak kill because if you shoot from far enough you won't be heard), ONE super-machine gun and one end-game flamethrower that you won't use because it is just terrible.

- Enemy diversity is pretty low indeed : Weak grunt ("protector" mostly there to recharge your skills as your skill recharge after X kills), Normal grunt, grenadier, sniper, commander that summons melee drone, repair drone. All those have "elite" version (with 4 more HP) and then "corrupted" version (same as elite, +1 armor), except that corrupted commanders don't summon drones but instead has a brain-control attack.

- 7 maps, and while a couple of them are pretty good, a couple of them are also pretty boring in my opinion. They could have really leverage the small number of maps if they had brought significant change between chapters and if the damage were persistent between missions, but no.

- A few good ideas that fall flat :
1. grenades that you can change purpose before throwing - sadly I only ever had to use the explosive grenades because the other grenades are not worth it,
2. I never used the remote explosive because if you can put it on the patrol path of an enemy you can probably sneak kill that enemy. I assume there are some usage, like planting on the ground floor below an enemy in a tower, I will test on the 3 missions I still have to do,
3. You can hack turrets so it kills everything around it. It is nice, but since it is not considered sneak kills (obviously) it is kept for the end and is "fun" rather than useful, or not used about. It is made worse by the fact that you need to spend a consumable NEXT to the turret to be able to later hack it, which means that you don't do it on each turret on a map "for the future"

- The fact that you don't have to clean up a level of all enemies and inspect every tiles like in MRY has its advantage, you can really focus on the mission, and some of them you can play chirurgically (neutralizing JUST your main target). I enjoyed the mission in Chapter 3 where you need to recover one officer on top of a building and where you can sneak around by the back, avoid the patrolling drone, create a distraction to get the guard away, and then reach the officer without firing a shoot. Sadly, many missions objectives are : "Go to A and kill everyone".


Overall, the game feels like a FPP (first playable publishable) that was... published. It feels like they decide to stop the project, move to something else, so they just created mission around the 7 environment they had and released it.
The game did not know how to leverage its few good ideas : a system that would have allowed laser-focused mission, but no half your missions are "kill everyone". Simple system of implants that could have added depth to the game... but no half of them are "must have" for sneak attack and the rest are rarely creative // changing your approach. Nice turret-hacking system... but no way to evade a battle when the objective is accomplished so no real use to it...

I had some fun, but I cannot recommend it. 19 USD is still too much, get it when inevitably it will be free on the EPIC store (or at least at 5 USD). I would have much prefered a "mission-based" expansion to MRY, à la Jagged Alliance Deadly Games.
 
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ValeVelKal

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On the plus side, I haven't encountered any bugs.

Another negative is complete removal of scavenging from MYZ. There's no currency to gather, no upgrades to buy (at least as far as I got). So very little reason to explore the maps, unless the objective is to kill all enemies.
I am OK with no scavenging, so you focus on the tactic.
I have encountered so really bad bug : no way to orient the machine-gun and the shotgun up (you can down) so if there is a flying drone or someone on a ledge, it will evade your shoot.
 
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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Hmmm, this game was never released on Steam. Permanent exclusive or did they just not care?
 
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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
No point releasing on steam IMO. would just end up under a mountain of negative reviews.
 

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