Friday, November 11, 2011

Wasteland Empires revisited

So I've been playing the FB game from Crowdstar called Wasteland Empires, and so far, I have to say I'm impressed. Of course there are a few things that could be improved, but this game is a beta, so enough people giving the creators feedback on these issues can only serve to assist at this point.

To start: the people are nomads, several generations beyond the devastation which ruined a futuristic society (not unlike the premise of Fallout, although Fallout's was the "future" of the 30's and 40's while this one seems to be the future of the 70's to 80's). Your people found an oasis, literally and figuratively; there is the wreckage of a sign which belonged to the Oasis Hotel and what was presumably a well or other water source just beneath the sign, long ago serving as mere decoration but now the heart's blood of a new colony. Your people decide to settle here and call this place "home."

The tutorial is essentially the first "Chapter," telling you how and what to build, how to scavenge the rubble to simultaneously gather resources and clear space for new structures. Characters who are supposedly part of your band of nomads tell a little story with comic book-style balloons in order to further the quest chain of that chapter. What irritates me about that is that they appear to give the last few lines of dialogue every time you load the game, so if you step away from the keyboard too long and it prompts you to replay, they pop up and those dialogue scenes can be fairly lengthy.

Most of the strategy I've experienced comes several flavors.

First, well placement. It's a big deal, because sources of water are the only structures that cannot be moved once placed, and require car batteries to complete, which you can only acquire by enlisting friends (so far I've needed three batteries per well, and you only get one battery per friend. The first couple of batteries are freebies, though). Since you have a limited number of batteries, you need to put them out at the edge of your oasis' coverage in order to maximize the footprint of your colony and allow the least amount of overlap.

Second, your deployment of offensive forces while in the raider colonies. You get to train 50% of your colonists as warriors, like scouts, crushers, spearmen, but whom ends up in battle is limited by your level. At my current reputation level, I get three squads of ten men to commit to battle. Most of the time I simply deploy them all in the same spot at the edge of the map where I can hit towers one-by-one without being aimed at by more than one tower, although that tends to bunch them up a bit for the scary boulder-throwers, which can knock out quite a few of my unarmored troops in one shot. But generally, if I cram enough folks onto one target, I can have it down before too many are lost. Once the towers are gone, there seems to be no more opposition to just bashing the crap out of the remaining buildings in order to scavenge supplies.

What I love: the feel of a real-time strategy in post-apocalyptic flavor. There's just enough cooperation required of nearly all the games written for Facebook, meaning that you have to invite your friends to play and they have to actually play the game (or at least log into it) in order to send the "gifts" you need to complete buildings. For instance, if I want to build out onto more territory, I have to place and complete wells. In order to complete the building of a well, I will need several batteries, and they can only be acquired when inviting friends into your gaming circle. Other items necessary for the completion of structures come directly as gifts (more cooperation), found when you attack the raiders' or other players' settlements, or when you scavenge the rubble around your colony.

What can be improved:
Get rid of the constant barrage of dialogues upon loading the game.
When placing a building, I am limited to the small window if I don't want to play full screen. Having the ability to move the screen about even when holding a building command would be fantastic.
The jumping from map to raider camp back to map then to the home colony is a bit cumbersome. Just have a function that will take you back to your own colony immediately after an attack.
There really does not seem to any sense of urgency. Even when, in the course of one quest chain, it says I was attacked, I was never attacked. Every battle at this point is offensive.

Overall, I've been entertained in a way that I have never been using a Facebook game. We'll have to see if it lasts.




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