Vigilantes reviews

Translated by
Microsoft from French
The context of the struggle of anonymous heroes who decide that they are tired of gangs that rot the city is seductive. The script is very nice although quite simple: text panels and dialogues when you enter an area. At first glance, the game seems to offer good possibilities in the vein of the classics of the tactical genre turn by turn: management of Squad, equipment, basic etc. Getting started is pretty easy if you take the time to read the tutorial explanations at the beginning of the game. At first it is believed to hold an X-COM without the and then one enters the intensive farming of fights without interest for an asthmatic snail leveling with a distribution to the dropper of resources necessary for the equipment. I went to the end of a campaign because I was stubborn but at the time of the balance sheet I had to admit that I was bored most of the time. Personally I found the fights very boring. We are on small cards completely unveiled with opponents who rush on us. 2 cases of figure, one is at the end of a funnel and it is concentrated fire in line, or one is in the middle and it is immediately the General melée alternating stroke of machete stroke of medikit. Forget any idea of maneuver, movement or special skill. There is no stealth, the skills are mostly automatic and random triggering, armaments do not offer a wide variety, the accessories are for the most part useless gadgets unless sacrificing combat skills for to insist on the ability to carry our fighters. The development is done in groups and according to the actions of each and every other which makes that in the end we will have 4 mixed-fire-grenade-interchangeable grenades and that we will only really specialize the non-combatants dedicated to the tasks of the base, craft and intelligence. Since there is a very sensitive level gap between the basic enemy areas and those of the bosses, the little tactical option makes the boss attack suicidal with a poorly developed and poorly equipped Squad, so we're faring. Once you reach the right level for the bosses, we have 20 minutes, then we end up with opponents kneeling against the power of our Rambo and we go back to farming to win the successes that are so at the end of the boredom that I threw the ép Onge. The management of the base is not really one, there are 5 rooms to evolve: workshop and infirmary are crucial because they unlock objects and action, the rest is very secondary, we pay for a small bonus of skill. The problem is that the development and the collection of resources are so slow that I finished the campaign without having mounted all the halls, with a squad half the Max level, armor almost evolved but weapons nearly standard both resources for armor and weapon upgrades are lacking. On the other hand we swim in the medikit, the low-end weapon and the gadget dispensable. And then saw the level of craft that must be achieved to make the top equipment and the poor quality of the loot of the fights before arriving at the bosses, it is the frustration that dominates. Because in practice the little good stuff or a bit out of the norm that one is going to have, it will be all at the end of the game and we will not have time to enjoy it. Conclusion, not want to redo a ride.
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