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Reiterpallasch
Nov 3, 2010

Five...more...minutes...


Strike Suit Zero is a Kickstarted arcade-style space fighter game, released on Steam on January 23.

Gameplay
Much of its core game design will be familiar to veterans of old-school space sims such as Wing Commander, Freelancer, and especially Freespace 2. From the various missiles to the structure of its missions, this game was very clearly created by people who love the old space games. But on a gameplay level, Strike Suit Zero feels much more like an arcade game: gone are energy management bars and subsystem damage, replaced by a loose autoaim mechanic, absurd kill counts per mission, and a stylized use of color palettes to represent good and evil. Throttle controls and speed matching are out, simple "go fast" and "go slow" buttons are in. You can't give orders to your squadmates, though they are catastrophically stupid even by flight sim standards anyway. But what you do get is an incredibly fluid and streamlined space game experience.

If I had to one-line the game in incredibly cliche fashion, it'd probably be something along the lines of "Rogue Squadron does Freespace with a hefty side order of Macross."

It has roughly 10-15 hours of gameplay, and is currently retailing for $20 ($16 until the current sale ends).



For much of the game, you'll be flying around lushly designed environments (the one thing nobody is quibbling about is that Strike Suit Zero is very pretty, and the musical score--done by the composer for Homeworld 1--has an amazingly atmospheric Middle Eastern/Western Asian feel to it) dogfighting with your space fighter. The game is designed to be playable both by controller and KB+M; I can personally attest that the latter controls just as well as the former. Joystick control is available, though I'm not sure how much of an edge you'd be getting from the full HOTAS + TrackIR setup in a game this arcadey.



The game's most distinctive mechanic is the ability to turn your giant space fighter into a giant space robot. As you score kills in pursuit/fighter mode, you charge a Flux bar, which is used to power weapons in strike/mech mode. While Pursuit mode emphasizes speed, straight-ahead guns, and strafing tactics, Strike mode has fast turning and a comical amount of firepower. Even the control schemes are different--in Strike mode, your suit doesn't automatically fly forward, but instead strafes side to side. You'll be able to automatically rotate to face enemies, and charge bursts of homing missiles or engage with the suit's outsized cannon.

Since you can quickly switch between modes, there are plenty of tactical applications of the Strike Suit's transformation that are not immediately intuitive. In a dogfight, you can use transformation as an improvised airbrake, forcing an enemy fighter to overshoot and ripping him apart with cannon as they pass by. The Strike Suit's low speed and high maneuverability also makes it ideal for loitering behind enemy capital ships, taking apart their turrets without having to resort to slow and dangerous strafing runs. Lastly, its bottomless missile bay and auto-locking systems let you imitate That One Scene from Macross.

Of course, being virtually rooted in one place has its dangers, and you need a supply of Flux to stay transformed. Balancing the strengths of both modes is a key not only to surviving, but scoring well in stages.




While the game does allow you to switch between four different fighter craft, for most of the game you'll want to operate the eponymous Strike Suit, as it is the only craft capable of using Strike mode. However, for some special mission profiles or objectives (or achievement whoring), the other craft remain either the best or the only choice. This is especially true since you only get the Strike Suit three missions into the game, and there are several missions later on with a forced deployment.

A slightly more interesting choice is the weapons loadout for your ship in Pursuit mode. All fighters use an energy-based cannon as their main gun, with an accurate but ammo-dependent machine gun serving as an (incredibly useful) backup. But both the caliber of your primary weapons plus your missile loadout are up to you. Freespace 2 players will be quite familiar with the choices here: in somewhat different guise, the Harpoon dogfighting missile, the Hornet swarm missile, the Trebuchet long-range heavy missile, the Rockeye fire-and-forget missile, and the Tempest dumbfire rocket all make their appearances.



There is something of a metagame--you'll be scored based on your time and kill performance on each mission. How well you do on your missions influences the ending of the game, and online leaderboards exist for you to gloat over your friends. There's also an incentive to replay missions, since accomplishing special objectives during each mission will earn you upgrades that permanently augment the performance of your spacecraft. Some of those objectives can be quite difficult.



Shoot the beam turrets first!

So let's get the 800 pound gorilla out of the way. This game has not reviewed well. Both Rock Paper Shotgun and Eurogamer savaged this game with 3/10 reviews. There have been plenty of positive reviews too, but the Metacritic score for this game is a mixed 61, putting it in the august company of such gaming heavyweights as Sniper: Ghost Warrior, Front Mission Evolved, and Disciples III. Eugh.

That said, one reviewer encapsulated it quite well: your reaction to this game is going to be largely dependent on whether you think the old space games are poorly designed dated monstrosities or some of the best gaming of your life. Still, I'm going to run down a list of the most common complaints about this game and a few gripes of my own. Keep in mind that this is coming from the perspective of somebody who's played a fair amount of Freespace, and realiy likes Strike Suit Zero.

- Punishing checkpoints: This complaint is spot on the money. Die or fail a mission and oftentimes you'll respawn 10 minutes ago or so, with an empty Flux meter and a fat black mark on your score. For some of the longer missions (and missions in this game can be quite long, probably on the order of 20 minutes tops) this can be deeply aggravating. If you're not terribly good at space games, and I'm getting the impression a lot of reviewers aren't, you could end up putting your controller through something expensive. For what its worth, the devs are on record saying that they're working on patching this.

- Escort missions: Yes, a lot of this game boils down to preventing bad guys from blowing up your capital ships. Real naval fighters and bombers also spent a lot of time protecting and attacking capital ships and installations, largely because it's not like empty space/the open ocean has that much else interesting in it. That said, you spend all of your escort missions on the attack. The capital ships you're protecting aren't defenseless--they're just significantly outnumbered. You'll be taking advantage of your fighter's absurd amounts of ordinance to even the odds in a hurry, sawing through whole enemy fleets. The game rewards you for killing enemies quickly with...more firepower to kill other things quickly, so even escort missions in this game quickly turn into a mad blossom of explosions through kilometers of space. They say escort missions are game design from the 90s, but these aren't exactly the godawful FPS escort missions of the 90s.

- It's hard: I didn't have that much trouble (though gently caress the Taranto mission), but then again I know what to expect coming into these games. A common thread through most of this game's lousy reviews is something along the lines of "I had an infamously lovely experience dying/failing a ton, thereby magnifying the game's legitimately annoying faults and making me very angry."

- It's repetitive: This game is thirteen missions of blowing up like four different kinds of enemy fighters and four different kinds of enemy capital ships, occasionally leavened with the need to blow them up before they blow up your own capital ships. I happen to think that this is great fun, but I can see why reviewers would be a little offended.

- Minimal content: Aside from a short and repetitive single player campaign, with little replayability unless you're going for score/a better ending, this game has nothing. No skirmish mode, no free battle, no survival mode. No multiplayer, adversarial or co-op. No storyline cutscenes. Laughably bad voice acting. Modding tools and a campaign editor are promised, but this game is a week old and it's questionable whether it'll pick up as insane a modding community as Freespace (actually, basically no game has as insane a modding community as Freespace). It's up to you to decide whether the game is worth 20 bucks on the strength of its gameplay alone.

- It's hard to control/The Strike Suit is useless: For God's sake, turn down mouse sensitivity for the Strike Suit and use the shift-to-rotate button. Though I can completely understand the "this game is hard" complaint if the reviewer had difficulty figuring out the Strike Suit, since the ability to barf out 40 homing missiles onto the battlefield is kind of a game changer. Other than that, I haven't noticed any difficulty controlling the game.

Your OP sucks!
PM me. Or just make an angry passive-aggressive post in this thread, that will probably work too.

Reiterpallasch fucked around with this message at Jan 30, 2013 around 08:06

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Brackhar
Aug 26, 2006

I'll give you a definite maybe.

Polarizing games are the best types of games. I'm in once I finish Dead Space 3.

Sober
Nov 19, 2011


The keyboard/mouse combo is unfortunately objectively better, because you have some leeway to freeaim in the center before you start to pan around. Compared to a controller, you have a locked reticule 100% of the time, but from playing the first 4 or 5 missions, it seems fairly even. At least until you go Macross on everyone, the mouse is better since I found you can shift, doubletap WASD (Q and E to go up and down) like a crazy person to avoid getting hit then swinging the mouse around for missile lock-ons and then do it forever.

The game plays more like Freelancer on steroids; the controls are fairly similar and you do the same things where you strip shields then switch back to a weapon to exact hull damage and missiles and stuff in fighter mod.

The UI is really bad though. Trying to find your target when it flies offscreen is hard when your arrow mixes in with the rest.

Psycho Landlord
Oct 10, 2012


Anybody who enjoys space sims at all should take a look at this. It's more akin to Project Sylpheed than, say, Freespace, but it's still a decently fun take on the genre and the titular Strike Suit is fun as hell to use. Just don't expect cap ships to be good at killing anything they aren't scripted to kill - especially the enormous, slow moving torpedoes the early stages of the game love to throw at you.

EDIT - Freelancer on steroids is a good way to describe it too.

Scionix
Oct 17, 2009

Is he dead?

That's the problem. He was dead to begin with.

gently caress taranto god drat that medal gently caress gently caress gently caress gently caress buttes

of course like the very next level involves me killing a cruiser which, after playing the level, I'm not entirely sure how I'm supposed to kill, but WELP

Failboattootoot
Feb 6, 2011

Enough of this nonsense. You are an important mayor and this absurd contraption has wasted enough of your time.


I never played any of the old space games, but I love the poo poo out of this game. It is intense to play though, I usually do 1 mission and then take a long break. Fun as hell for the most part but some of the mission objectives are ridiculous.

Psycho Landlord
Oct 10, 2012


Scionix posted:

gently caress taranto god drat that medal gently caress gently caress gently caress gently caress buttes

of course like the very next level involves me killing a cruiser which, after playing the level, I'm not entirely sure how I'm supposed to kill, but WELP

Finish the level once, replay it with the bomber loaded to poo poo with Seekers. Actually really easy.

Reiterpallasch
Nov 3, 2010

Five...more...minutes...

Yeah, for my money the worst special objective is finishing Raid (stage 10? 11?) in under fifteen minutes. I easily pushed my time down to 15:10-15:40 (I had one heartwrenching 15:07 run) but I just could not get those last ten seconds off my time before coming back with literally every other upgrade and weapon in the game unlocked.

THE AWESOME GHOST
Oct 21, 2005

THAT'S WHAT THE SONG WAS REALLY ABOUT


The fact that the game is called "STRIKE SUIT" and the promo material makes it look like ZOE/Macross but you only get the actual strike suit for a couple of missions is super dissapointing.

Psycho Landlord
Oct 10, 2012


Reiterpallasch posted:

Yeah, for my money the worst special objective is finishing Raid (stage 10? 11?) in under fifteen minutes. I easily pushed my time down to 15:10-15:40 (I had one heartwrenching 15:07 run) but I just could not get those last ten seconds off my time before coming back with literally every other upgrade and weapon in the game unlocked.

Yeah, this one right here is the rear end in a top hat bonus. I managed to pull it off before moving on to the next mission by abusing the hell out of strike mode, but not without having six or seven runs beforehand that ended with an extra 7-8 seconds on the clock. I'm positive that half of those were due to the frigates taking just a little longer than normal to jump after everything died.

Antti
Oct 10, 2006


Reiterpallasch posted:

For much of the game, you'll be flying around lushly designed environments (the one thing nobody is quibbling about is that Strike Suit Zero is very pretty, and the musical score--done by the composer for Homeworld 1--has an amazingly atmospheric Middle Eastern/Western Asian feel to it)

Stopped reading right there. Paul Ruskay did the music? I'm in.

apostateCourier
Oct 9, 2012


I'm going to assume that there's no first person mode, and that even if there was it would be near unplayable due to the pace of the game. Am I correct in this assumption?

Mordaedil
Oct 25, 2007

You should taste my cucumber-flavored beer!


What is the consensus on this game, cause a review I read somewhere said it was bad, but I'm not willing to just trust one source here.

Failboattootoot
Feb 6, 2011

Enough of this nonsense. You are an important mayor and this absurd contraption has wasted enough of your time.


apostateCourier posted:

I'm going to assume that there's no first person mode, and that even if there was it would be near unplayable due to the pace of the game. Am I correct in this assumption?

There is a first person view, you switch to it with c. I never use it though, except when I accidentally fat finger it while trying to toggle fire modes.

Sober
Nov 19, 2011


apostateCourier posted:

I'm going to assume that there's no first person mode, and that even if there was it would be near unplayable due to the pace of the game. Am I correct in this assumption?
There is first person, but that's all there is. The HUD remains but there is no cockpit view. It might be okay with kb/m.

Palpek
Dec 27, 2008

I never asked for this
lama, sheriff Truman.


The OP could really use some sections and bullet-points listing features. A giant wall of text divided by screenshots completely misses the point. I mean you don't have to have fancy headers but look at Battlefield 3 thread to see how sections are divided where it's easy to see what the game is about at first glance.

Palpek fucked around with this message at Jan 30, 2013 around 10:44

WMain00
Oct 7, 2008

You can't cut back posting! YOU WILL REGRET THIS!


Mordaedil posted:

What is the consensus on this game, cause a review I read somewhere said it was bad, but I'm not willing to just trust one source here.

Generally good with a few problems here and there, namely in checkpoints and voice acting. Your enjoyment of it will largely depend on whether you enjoyed the space combat games of old. Both the Eurogamer and RPS reviews are utter junk and don't really give a proper assessment of it. A better review would be over at PA Report.

The strike suit is generally fairly fun, but it isn't some sort of killer win-all weapon. Whether that was the intention of the developers or not is unclear, but basically in strike suit mode you can multi target with missiles and cause a large amount of damage, but unless you continually strafe left or right your shield will deplete quickly. The best use of it seems to be activate when you're close range, shoot missiles everywhere, fire cannons, then deactivate, zoom out, wait for shield to recharge and zoom back in again.

The voice acting is amateurish. Your wingwoman is boring as all hell. The only one that actually seems intriguing is Control. The story is the usual "intergalactic civil war with a death star!" affair. It plods along nice enough.

Visually it is beautiful and the music is perfect, but you'd expect that from the guy from Homeworld.

It's definitely not a 3/10. More of a 7.

Bieeardo
Aug 21, 2000

Someone bold, someone blue, someone borrowed, someone new...


I was on the fence, but the OP's escort missions comment killed it stone dead for me. I don't care how realistic it is, that was simply the worst kind of mission in these games from Wing Commander on forward.

Dorroile
Apr 11, 2008

DO YOU LIKE GETTING OWNED????????


So has anyone figured out if it is at all possible to mod this? Because it would be totally cool to replace the kinda mediocre soundtrack with the Omega Boost soundtrack.

ToiletDuckie
Feb 17, 2006


Strike Suit Zero is an expectation-defying game and I can certainly see how critics would pan it. The problem is that most people buying or reviewing the game will come from two backgrounds: old space flight games (Tachyon, Freespace 2, Wing Commander, maybe even Freelancer) or space / free flight 'mecha games (Armored Core, Zone of the Enders, Omega Boost, etc.) but the game really isn't either of these things. More importantly, there's an expectation that the developer picked up on what made each of these games great (or at least good) in their own rights and combined it all into a Kickstarter-funded ball of concentrated fun.

They didn't.

There's no "Newtonian" physics in either ship mode. So, the rather fun "Glide / Slide / Look at me I can fly forward while shooting backwards" antics from older flight games don't exist. There's technically four craft to choose from, but for your first run through the game usually forces one particular ship on you and, in retrospect, it's rather hard to compete with the strike suit so the others feel pointless. OK, to be fair the bomber could be used to cheese early game frigate/corvette attacks... if missions would even let you pick it. Another thing to note is that despite having four ships they all shoot the same guns, fire the same missiles (except the infinite ammo torpedo on the bomber), and handle so similarly in an environment where handling matters so little that it's hard to even differentiate.

The strike suit's controls are Armored Core-ish enough to be passable, but there's a disconnect between the AC style of combat (boost around constantly while struggling to even keep the enemy in the center half of your screen) versus space flight (maneuver, lead targets, "dogfight"). The controls feel twitchy / floaty on a game pad; my most common annoyance would be trying to subtly shift my aim by tapping the control stick, only to have it (properly, to be fair) be interpreted as a side-dash. Interestingly, for all of the freedom of movement the suit allows you'd almost be better off only having the option to boost or rotate your aim. The weapons are barely able to be referenced in the plural: you have what amounts to Space Bofors that you should only ever use during missions where missiles are restricted, and the "we like Macross" missile swarm, which is so much more effective per Flux used that I have to wonder if the developers even cared about the other weapon... or potential weapons, since those are the only two you get. Ever. There's no beam rifles, beam sabers, gatling guns, rail guns (at least, not in strike mode), or anything else for that matter.

There's a variety of other gripes that could be brought up relating to the lack of feeling on the weapons, lack of skill required for aiming, general lack of content, etc., but I'm rambling.

As for difficulty: There were only three missions where it wasn't possible to achieve the optional unlock on my first run through, one of which is because it's literally impossible (you must use a ship that can't be used until after you beat the mission once). All difficulty in the game can be erased in four bullet points:

1. Never use Space Bofors. Always missile spam and always "sweep" your aim so that each target only gets hit with ~3 missiles (versus interceptors) or ~8 later in the game.

2. Once you launch your missile swarm, immediately switch back to pursuit mode. It could be placebo, but it seems like you get the full Flux rewards for kills that occur while you are in pursuit mode, even if it's from missiles launched during strike mode. Switching like this allows for almost constant missile launches during the "kill fighters" sections. This might be unnecessary / bias based on getting better with locking on over time, though.

3. At any point where the word "torpedo" is mentioned in the narrative, begin ignoring everything in the game except for things that can fire torpedoes. They always launch in groups of four and it should be obvious what's launching them. Kill the torpedoes, then feel free to spend ~45 seconds shooting other things. Repeat until your painful escort mission is finished. Note: there's one or two missions where the current objective won't be the torpedoes or the ships firing them, in which case you'll actually need to ignore your objective momentarily to kill torpedoes. The "Atlas must survive" mission is the primary example.

4. As an addition to #2: unless the current mission objective is to kill fighters, you can safely ignore them. Attack your target and then afterburner away once you start taking fire from the 5+ fighters that will follow you around. They won't kill you and there's never a case where you can't fly away, recharge your shield, and come back.

----

I guess the short version is that Strike Suit Zero has so little of what could be expected of it that it's just easier to talk about what the game isn't than it is to talk about the game positively. Everything you do in this game reminds you of another game that did it better, even if that's an unfair comparison. It's still worth $10-15 bucks if your bored and can make yourself think of it as Live Arcade game that happened to make it onto Steam. Speaking of which: Toy Soldiers arguably has a more engaging and challenging flight model in its biplane / bomber than Strike Suit Zero (designed entirely around flyin' and shootin') has in pursuit mode. I'd still say the game is a 5 or 6/10 at worst; it's not a bad game, it's just not a AAA genre-defining game.

Psycho Landlord
Oct 10, 2012


Dorroile posted:

So has anyone figured out if it is at all possible to mod this? Because it would be totally cool to replace the kinda mediocre soundtrack with the Omega Boost soundtrack.

I don't know that anyone has actually tried yet, but one of the kickstarter goals that was met was mod tools and the Dev's have promised they'll have those out soon(tm) on the steam forums a few times.

As for a consensus on the game, my thoughts on it are that, while it pays homage to, say, Wing Commander, or TIE Fighter, or any other oldschool space sim, it is only similar to those games in that it is in space, and I believe that's how the devs intended it. SSZ is a much more arcadey, and a tad bit more anime-inspired, which is evident in the flight model and general speed of combat. Once you get the Strike Suit you'll be knocking down dozens of fighters per mission and single-handedly de-fanging cap ships in one volley. The aesthetic is entirely different. I already compared it to the 360 Project Sylpheed remake once, and that comparison still stands, though SSZ is much less anime and generally better made.

As I said before, I would recommend any fan of space games check it out, myself - if not just to attempt to drum up interest in the genre again. But I genuinely enjoyed the game, am continuing to play it to attempt to platinum medal all the missions (something I rarely do with games) and am eagerly awaiting the mod tools. It's a fun romp, and I think it's easily worth the 20 bucks.

That said however, the early escort missions are terrible and are a blight on the game. Later on capships suddenly realize they have point defense and become reasonably capable of taking care of themselves, but that's not till the second half of that game or so. So be ready for that.

Cathair
Jan 7, 2008


ToiletDuckie posted:

There's no "Newtonian" physics in either ship mode. So, the rather fun "Glide / Slide / Look at me I can fly forward while shooting backwards" antics from older flight games don't exist.

Psycho Landlord posted:

As for a consensus on the game, my thoughts on it are that, while it pays homage to, say, Wing Commander, or TIE Fighter, or any other oldschool space sim, it is only similar to those games in that it is in space, and I believe that's how the devs intended it. SSZ is a much more arcadey, and a tad bit more anime-inspired, which is evident in the flight model and general speed of combat.

It's odd to me that the most vehement counters to criticism that I've seen for this game revolve around "those guys just don't get old-school space sims ", when what I read and what I see in videos suggests that the game is anything but an old-school space sim. The inability to glide/slide makes it seem even more arcadey than Freelancer.

Don't get me wrong, I'm a big Freelancer fan and that arcadey style of combat is fine with me. It just makes most of those who are aggressively defending the game's flaws look like they're talking out of their rear end.

Psycho Landlord
Oct 10, 2012


Cathair posted:

It's odd to me that the most vehement counters to criticism that I've seen for this game revolve around "those guys just don't get old-school space sims ", when what I read and what I see in videos suggests that the game is anything but an old-school space sim. The inability to glide/slide makes it seem even more arcadey than Freelancer.

Don't get me wrong, I'm a big Freelancer fan and that arcadey style of combat is fine with me. It just makes most of those who are aggressively defending the game's flaws look like they're talking out of their rear end.

Except that I wasn't responding to anybody's criticism. I was posting my take on what the game was like for the benefit of someone who had asked. On top of that, I basically echoed what you said - the closest it gets to "Old School" is brief nods in design at best, and as such it shouldn't be treated Old School.

Cathair
Jan 7, 2008


Psycho Landlord posted:

Except that I wasn't responding to anybody's criticism. I was posting my take on what the game was like for the benefit of someone who had asked. On top of that, I basically echoed what you said - the closest it gets to "Old School" is brief nods in design at best, and as such it shouldn't be treated Old School.

I wasn't referring to what you said, or anything said in this thread, actually. I was talking about posts from other threads on these forums, user reviews on Metacritic, etc. I quoted your post and ToiletDuckie's as examples of the more objective reviews that led me to make the comments that I did (so it's really me echoing what you said).

No challenge intended, just a failure of communication.

Psycho Landlord
Oct 10, 2012


Yeah, my bad, I see that now.

So, question to anybody else that's beaten the game, is the Railgun worthless or am I not seeing some key pro about it somewhere? Admittedly, I've only used it with the Strike Suit, since I've done all the bonuses and therefore there isn't a whole lot of point to flying other craft, but the fact that it's refire rate is so slow kinda kills any usefulness. It will one shot fighters and turrets, sure, but only one every couple of seconds - or you could go strike mode and kill everything on the screen in the same time frame. and it doesn't seem to do appreciable damage to anything larger than fighters either. So am I missing something, or does it just suck?

Sober
Nov 19, 2011


Steam just updated it with a 82MB patch, but couldn't find any updates notes on their twitter/fb pages and they sure as heck don't have official forums (both a blessing and a curse)

Belzac
Mar 19, 2008

The blight of true sacrifice...

I really like this game a lot. 90% of the complaints aren't actual complaints as the correct response to them is to just get better at the game. Are we in a day and age where checkpoint spacing is considered a valid complaint? Isn't the point of a game to get through without dying?

The only really complaint I can leavy against this game is the lack of stuff to do outside the campaign...the nothing to do at all. It's weird that indy-ish games like this that really really need mod support right out of the gate take forever to patch it in.

Failboattootoot
Feb 6, 2011

Enough of this nonsense. You are an important mayor and this absurd contraption has wasted enough of your time.


Belzac posted:

I really like this game a lot. 90% of the complaints aren't actual complaints as the correct response to them is to just get better at the game. Are we in a day and age where checkpoint spacing is considered a valid complaint? Isn't the point of a game to get through without dying?

No, the point of a game is to have fun, and the checkpoint system in this game does not facilitate that particularly well. Even Dark Souls, of all things, is friendlier about this since you are almost never more than 8ish minutes from a bonfire. I've had to replay 15 minute sections of this game. Multiple times. It is annoying.

Meow Tse-tung
Oct 11, 2004

No one cat should have all that power


I snagged this recently and am loving the hell out of it. I think the problem is that reviewers are trying to compare it to different things, but it feels pretty unique to me. I definitely feel like the way to play the suit is kind of like a zeta-gundam/macross style tactic of dogfighting around, transforming into suit mode for a few seconds and firing off some shorts, and then returning to plane mode asap. I feel like the suit controls are a tad awkward for dodging, but it hasn't been an issue since my MO is to maneuver into position, go into suit mode and weaponsdump my target, then go mobile again.

The checkpoints haven't really bugged me yet, is that more of a late game kind of thing? I'm 5 missions in and I've only died once anyway (well, the arcadia did , while I was playing with the new toys during the strike suit mission)

Meow Tse-tung fucked around with this message at Feb 1, 2013 around 02:57

radintorov
Feb 18, 2011


Meow Tse-tung posted:

The checkpoints haven't really bugged me yet, is that more of a late game kind of thing? I'm 5 missions in and I've only died once anyway (well, the arcadia did , while I was playing with the new toys during the strike suit mission)
It's not that they are bugged, but that later on having to restart a checkpoint means that whatever you were escorting keeps the damage it took and you lose all your Flux, making it harder to continue.

There are some good gameplay videos on Youtube, so I would recommend to anyone on the fence to watch them to see if this game is for you: I never heard of it, then saw a couple of videos and decided to try it out, and only after read the revivews, which (to me) for the most part missed the point of the game.

Daimo
Sep 14, 2007



radintorov posted:

It's not that they are bugged, but that later on having to restart a checkpoint means that whatever you were escorting keeps the damage it took and you lose all your Flux, making it harder to continue.

You do regain all your missiles however - I've been exploiting the hell out of that.

Meow Tse-tung
Oct 11, 2004

No one cat should have all that power


radintorov posted:

It's not that they are bugged, but that later on having to restart a checkpoint means that whatever you were escorting keeps the damage it took and you lose all your Flux, making it harder to continue.

I don't think this is the case (anymore?). I just got a checkpoint on chapter 8 where the arcadia was at less than 1%. After failing and loading the checkpoint, she had 20%ish healed, while all my ammo was restored. I did lose the flux, but meh, not a big deal since refreshing my fire-n-forgets lets me fire off a salvo and get full flux right away.

Meow Tse-tung fucked around with this message at Feb 8, 2013 around 17:06

radintorov
Feb 18, 2011


Meow Tse-tung posted:

I don't think this is the case (anymore?). I just got a checkpoint on chapter 8 where the arcadia was at less than 1%. After failing and loading the checkpoint, she had 20%ish healed, while all my ammo was restored. I did lose the flux, but meh, not a big deal since refreshing my fire-n-forgets lets me fire off a salvo and get full flux right away.
Maybe if the health is below a certain minimum, loading a checkpoint brings it back to that minimum? It would be a way to prevent exploiting by reloading a checkpoint manually in the same way you can with missiles.

Flipswitch
Mar 30, 2010

Always remember you're unique, just like everyone else.


The soundtrack to this game is awesome, unfortunately I am loving terrible at the game and am stuck on mission 6 or whatever. I want to love this game but drat, it's really beating the poo poo out of me for trying.

THE AWESOME GHOST posted:

The fact that the game is called "STRIKE SUIT" and the promo material makes it look like ZOE/Macross but you only get the actual strike suit for a couple of missions is super dissapointing.
Wait what, you lose access to the Strike Suit? that seems slightly dumb.

illectro
Mar 29, 2010

ROCKET SCIENCE


I saw this game advertised and instantly bought it, I do not regret it, it's the most fun I've had in a space game in a long time. I had to make videos to share this with my fanbase, but most of my fans want boring rocket videos.

http://www.youtube.com/watch?v=kqwHc33HEqchttp://www.youtube.com/watch?v=mWIFuD96uHA

Daimo
Sep 14, 2007



Not more complicated than Wing Commander IMHO, but you do have a very cool background on your YouTube channel.

illectro
Mar 29, 2010

ROCKET SCIENCE


So yeah, Mission 6 they force you to use an interceptor instead of the strike suit. Initially I was a bit miffed at this, but then I beat the mission in one go and hit all the bonus objectives, so I'll take the new weapons, upgrades and silver medal.

I'm presuming I get back in the strike suit later?

Meow Tse-tung
Oct 11, 2004

No one cat should have all that power


illectro posted:

So yeah, Mission 6 they force you to use an interceptor instead of the strike suit. Initially I was a bit miffed at this, but then I beat the mission in one go and hit all the bonus objectives, so I'll take the new weapons, upgrades and silver medal.

I'm presuming I get back in the strike suit later?

There's another forced one with a bomber, but generally you get to use the strike suit.

radintorov
Feb 18, 2011


Meow Tse-tung posted:

There's another forced one with a bomber, but generally you get to use the strike suit.
Yeah, those missions aren't too bad.
Tip for the bomber mission: Swarmer missiles are fun and your friends.

illectro posted:

I saw this game advertised and instantly bought it, I do not regret it, it's the most fun I've had in a space game in a long time. I had to make videos to share this with my fanbase, but most of my fans want boring rocket videos.
Nice videos, by the way.

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illectro
Mar 29, 2010

ROCKET SCIENCE


I've played all the way up through mission 9 and yes, you basically have to do one mission in the Interceptor and then another in the bomber and after that you get to pick your ship for each mission, so I've been sticking with the strike suit because it just feels like so much fun to fly towards a squadron of hostile fighters and at the last minute switch to strike mode, strafe sideways faster than they can turn and take down the whole squadron in an orgy of anime missile destruction and mech firepower. The videos get 1/5th the viewers of my KSP videos, but the game is so enjoyable that I'm compelled to throw business sense to the wind and play this this to completion.

http://www.youtube.com/playlist?lis...eature=view_all

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