Finally got around to playing this. I actually bought the game a few weeks ago (I wasn't ready to buy it yet, but I got a hell of a deal on 2 copies) but didn't even open it as I was still playing through Lego Star Wars.
The game is pretty good. The controls are a bit odd, but not overly complicated. I wouldn't go as far as to say they are intuitive, but not hard to pick up on. I played it on co-op with the GF and its loads of fun this way. When things get really crazy, we split up duties between the fighting and building. The level where you have to protect the cargo ships is pretty cool this way. The healing circle is a pretty interesting tool as well and used creatively can really boost your unit's ability to handle a large group of attackers.
MinisterofDOOM wrote:The game's take on base building is interesting. Limited building slots means you have to be strategic in your base focus. Could be fun.
Totally. And it also makes it imperative to actually try and seek out another site for a base for more reactors if you want to get better technology.
MinisterofDOOM wrote:Units are STUPID. Warthogs can't figure out how to drive away from and back to the target they're supposed to be ramming. You have to manually direct them away, then command them to ram. Pretty sad.
Totally. I had a mixed group of infantry and warthogs selected and pressed Y with the intent that the infantry would throw grenades. The warthogs tried to ram it while the infantry lobbed their grenades. In a way, it made for some entertainment as I found it rather hilarious.
MinisterofDOOM wrote:The rotary menu system is nice, but the fact that the menus are "permanent" and must be backed out of with B rather than something like "hold RT for menu" makes them a little bit tedious. Using the triggers to bring up and drop circle menus would be much smoother and integrate more nicely with the flow of battle.
I'd prefer a press and hold function as well. Or at the very least, make the menu go away after I selected something. I'd rather bring the menu up again than to have to seek out "B". What I do think the Halo Wars control scheme is though, is easy to learn. Advanced RTS players who are used to being able to run through commands quickly on a keyboard will likely find a lot of fault in this system. But I tend to believe that the game tends to be focused on a broader audience than the typical PC RTS player anyways.
MinisterofDOOM wrote:The game needs some sort of unit grouping system. Right now, unit selection is crude and limiting.
MinisterofDOOM wrote:The game needs a Blizzard-style "leader" unit system. When I have my fighting force of a variety of units selected, pressing Y unleashes a hilarious s***storm of confusion as they all try and do their completely contradictory special attacks at once. I want my tanks to unleash their anti-infantry shells, that's it. But to do that I have to select a tank, target, press y, then reselect everyone. There's got to be a better way to do things.
There is, sort of. While not as good as having "preset" groups, you can either select all or select local and then use right trigger button to scroll through the individual types within the group. Then you press "y" to select them. However, for the most part, it seems fairly slow as targets seem to be destoyed by the time I pick one type out to use a special attack if I'm rolling with a group large enough to have to single out one type of character. We'll see how this pans out as I progress through the game.
I think my biggest complaint at the moment is simply navigating around the map. It tends to feel slow and the only 2 shortcuts are the left and right on the D-pad which only work well when you are trying to get to a base or want to go to where an alert just occurred.
My other complaint is that I wish there were a better way to manage the control of units in co-op mode. Basically, the person who builds them controls them. In one level so far, it was easier to have one person build while the other fights. Problem is the person who builds has control of the new units. While the control of units can be transferred to the other player, it requires a tedious process where you select the option, which brings up large cursor which you place in the area of the units you want to transfer control of. And since the cursor has a limited radius, you may need to do this more than once for each group. Add in multiple bases and it can get a bit more complicated. I can think of a couple of strategies to try and help with this, but there is still some requirement to be actively involved in doing this.
Other than that though, the game has been pretty fun in co-op so far.