TransOcean 2: Rivals reviews

Translated by
Microsoft from Deutsch
First of all, I really appreciate the Work of the Programmers and the Effort behind programming something like this. This Review is by no means Meant to be a Bashing. However, I grew up playing Games like Transport Tycoon, Railroad Tycoon, Rollercoaster Tycoon and Football Manager. These can all be called economic Simulation. In this Game, it's not how you can think strategically, but how fast you click. When Playing without a Car Break, if you don't have the Greifreflex of a copulating Orangutan male, you will already experience his blue Miracle here in the Tutorial. For the Players who wisely switched on this Function, Carpal tunnel syndrome at 5 Hours of play would then be conceivable. The Problem is that every Port has orders virtually infinite. 3 different Players could enter the same port at the same Time with 20 Supertankers and bunker oil until full. The Money practically comes out of Nowhere and also wanders into Nowhere. There are no Price Regulations or Inflation Brakes. In the Tutorial, you initially fail when you drive Long Distances. If you Drive Short Distance, the Opponent is usually no longer a Challenge at all. Instead of repairing the Ships, my Opponents have dropped some of the Ships in a row because they have sunk below 20% of The condition. The Port Game is a nice Thing with a lot of Flaws, I think: A fully loaded Container ship Stows its Cargo below Deck, for example. This then looks more like an Aircraft carrier in the Port. The Harbour is usually a strangely shaped tube, which is designed in such a way that you have to slow down as often as possible in order to get to the Berth. That would not be a Problem, but with more than 20 Ships entering the strike one after the Other, some of them only play Ship parking for hours. Although this Mini-game is not the Main Component of the Game, more Effort could have been put into it in terms of port Facilities and Details. The Fees are also a Minus Point. For The trafficking Fees, you pay so ridiculously little that the AI overtakes you with Ease in the first Level of the Campaign because it chooses almost only stretches lasting less than a Day. Even general, actually logical Things become involuntarily funny. So I could have 10 Ships easily dripped in the Port without them being worn down and without causing me a significant Failure. I was just too lazy to move them. In real Life, any Day the Ship rests would ruin. I had also been pleased to see my Ship run in and out In Port, but Pustekcakes. As soon as you press the dropping button, Marty Mc Fly and Doc Brown take the Helm and * puff * the Ship is gone. Likewise when You run In. If you are entering The port of destination, the Ship will not even appear. From the Circumstances described above, a boring click becomes at some point, because you know in Advance what matters. The economic Situation never changes, in the Endless game you only need to bless and load the Ships random. Everything else then makes time. After about 2 Hours of Playing In Endless mode, you have billions in your Account and you can actually do whatever you want. Kahn is descaped? No Problem: Wallet is full, let's buy 3 new ones. Even if you get it all wrong in Endless mode, you somehow can't lose either. Even if at some point all the Mocks are sung off, you can play Hugh Heffner because the Shipyards, Refineries and Tugboat Dingens throw off everything you need to Live. If you then Take out the Car break and let the Computer soil a Night, you certainly have an Account balance that can no longer be displayed on 8 multihead displays. Conclusion: There is still a need to improve here, because the Idea is really good. In my Opinion, however, implementation is failing, above all because of the Aspect of Economic Simulation. The Game is heading towards Candy-Crush or Arcade. In the Sale for 5 Euros it would certainly be a good Choice for 1-2 Evenings, but more for me personally not.
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