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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.
Who would guess that?I played it a bit tonight, here's my official review: It's as shit as the one with the duck and the pig.
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 this game is literally made to be paid by Epic.
Which I wouldn't even mind if it was a really good game.Sounds like this game is literally made to be paid by Epic.
If it was a "really good game" then they wouldn't be locking it inside the epic safe to begin with.Which I wouldn't even mind if it was a really good game.Sounds like this game is literally made to be paid by Epic.
But this one was developed in just a year and seems to have content "shortages" all around.
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.
I agree with almost everything in this review.Finished it, summary: utter, complete, total rubbish.
While the base gameplay is same as Mutant Year Zero, the following is missing in this game:
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.
- 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.
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 am OK with no scavenging, so you focus on the tactic.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.