Thursday, September 6, 2012

Moon Breakers Review #2

[NoCashReq has entered the room.]

Making the Kessel Run in 12 parsecs, and pulling Titan's Turn on my way to your computer screen, I am NoCashReq, This is Flat Broke Gamer Review, and we are coming back again to continue the review of Moon Breakers!

A QUICK REMINDER

The last time we were here, we looked at the Playability (3/5) and Atmospherics (3/5) of the game. My first few trips out of the Hangar Bay were met with a lot of explosions, but having persevered, I found my groove and started pulling hairpin turns and blowing up other pilots.

And now, onwards we go!

BLUF:  Continued play has reconfirmed that although this game is lacking a lot of the personalization and variety, it is a lot of fun to play and well worth your time.  The Community is rather small right now, so occasionally you will have no one to play against, but the game only released in May and the company is still working to improve the game and expand it, so I would expect it to turn into a great game with a steady following.


Here's the Trailer, most of which is actual screenshot video, so you can see what I'm talking about!

SCORES

Learning Curve:  4/5  The ships are all upgradable, and the skills required for playing truly set apart the Top Guns from the rest of us pilots.  Lacking the ability to personalize your play further than the upgrades and the limited number of ships/variety of weapons is the only thing that holds their score from a 5.

Community:  4/5  Although there will be times where there aren't enough people to play with, the people who play have been polite, friendly, and helpful.  We'll have to watch as this game expands its player base to see if it stays the same.

Support:  5/5 Even the download was quick and smooth.  No issues playing it at all, and the forums (http://moonbreakers.userecho.com/) includes the developer's changes and plans for the future.

Cash Shop:  3/5  Only the ships are available for purchase, and the prices are a little bit higher than I think they should be, but they have it right that the actual play improvements are available only through flying well and earning them.

Overall:  22/30  Still in its infancy, this game has a lot of fun gameplay, and a lot of potential.  Hopefully it grows into a great game, as it is already a really fun time.

LOAD UP YOUR PHOTON TORPEDOES

Continuing where we left off, I decided to keep the pedal to the metal, and have logged in several more hours of flight time.  There are three types of game styles and three maps.

Seek and Destroy:  Kills, kills, kills.  This is your typical deathmatch, where the only thing that matters is getting the other pilots before they get you.

Capture the Flag:  On the "top" of the carriers are a transmitter that you can fly over to pick it up, and by bringing it to your carrier, your team can shoot for the high score.  There is a value to killing the other pilots, but you won't get the highest creds available that way.

Carrier Assault:  The easiest way to rid the skies of your enemies is to give them nowhere to go back to.  Destroy the turrets and drive torpedoes into the sides of your opponent's carrier to win. 

The Broadsides map places the carriers barely separated by an asteroid field.  It is a lot of fun for all of the play types, and allows for any type of ship to be effective.

Playing on the Broken Moon map is harder, as there is literally the remains of a moon inbetween the carriers.  Light fighters don't do as well near the opponent's carrier, as they are very exposed, but the other types do better.

The final map is called Rockfield, and is similar to Broadsides, save for the distance between the carriers.  This is probably my favorite map for Seek and Destroy, but my least for Capture the Flag.

In addition to earning creds, playing well will earn you a bounty.  Kill streaks, stealing the flag, blowing turrets and hitting with torpedoes will earn you a bounty that other players can cash in, and the longer you keep the streak going without being blown out of the sky pushes the value up more and more.  This is probably the first time I've seen a reward for taking out a hot player that wasn't restricted to your current match, and I like it!  It's so fun to see everyone swarm someone when that "BOUNTY" appears over their name.

The longer you play, the higher your level will go, and at the beginning of the game, you will see bars next to your name, giving a rough idea to the other players of your skill.

NOCASHREQ TO TOWER, REQUESTING A FLYBY

The game designers have a forum (link here) where they keep you up to date on the new patches, plans for the future, and responses to legitimate posts.  The game plays well, and with them listing the future for all to see and respond to, this game seems to be on the right track, support-wise.

The community is still really small, and there have been three times where there were NO other players to strafe, but when there is someone to play with, most of them are freindly, talkative, and will help you get better.  If the game expands and grows the way they are talking about, the community should grow too.  now, that could be as much good as bad, possibly drawing form wretched hives of scum and villany as much as it brings in true followers of the Force, but we'll have to see.

2,000 UP FRONT, 15,000 ONCE WE GET TO ALDERAN

The only thing you can get in the cash shop is He3, Helium 3, the currency of the universe of the game.  You can use this to unlock all of the ships, but in my opinion the ships are too expensive.  $50, the largest amount of money they have an exchange rate for, will buy you one of each of the classes, and a few others, but you could buy a new game for that much, and this still leaves you short a few models.  If the prices were a little lower, I'd consider it a better price.  All improvements for your ships are only available for Creds earned in matches, so they got that part right.

YOU ARE CLEARED FOR TAKEOFF, GHOSTRIDER

So is it worth it?  Yes, this game is a lot of fun, if still a little small and limited.  Keep an eye on it, and I think you will watch a good game grow into a great one.  That's all for this review, come on back next time when we go after Age of Empires Online, until then, keep your six clear of Tie Fighters and your phasers set to stun!  See Ya!

[NoCashReq has left the room.]

Saturday, September 1, 2012

Moon Breakers Review #1

[NoCashReq has entered the room.]

"GGGUUUUURRRR!"
"I don't care what [the review] smells like, GET IN THERE!"
Welcome Back to FBGR, I'm your less-than-humble host, NoCashReq, and this is the first portion of the review for:
Moon Breakers is a Space Flight Combat Simulator developed by IMBA Entertainment and published by Uber Entertainment in 2012.

BLUF:  Having not completed the whole review, I will caveat my Bottom Line Up Front by saying that I will likely change my opinion, but for now:  The Physics on this flyer suprised me, as there is so much drift in the ships (which is appropriate to space flight) that I pulled a "bootlegger" without even realizing I could.  without a tutorial or any training, it was frustrating the first few tries out, but I soon got the hang of flight, and have enjoyed the last few forays.

SCORES

Playability:  3/5  The controls are fairly intuitive, but with no tutorial or training, being thrown into matches straight against anyone in the same server group (including some very skilled pilots) will leave you frustrated early on.

Atmospherics:  3/5 The look of the game is nicely balanced between space opera and Space: Above and Beyond's attempt at realism, but does come off a little generic and hard to tell the difference between the classes of fighters.  Not being able to rework your ship's paint job/build/design is a let-down though.

So jam the tractor beams, get your coolest helmet out of storage, and let's get to flying!

FEELIN' THE NEED FOR SPEED (BACKSTORY)

In the future, two sides fight for control of the only thing that matters anymore, Helium 3.  This resource is fuel and currency both, and the government forces and pirate rebels battle to control it.

AAAaaand, that's all she wrote.  The backstory information says the game is based off an alternate WWII history, but never explains more than that, and leaves you feeling that it doesn't really matter who wins.  there are no cutscenes, no lore or major characters, the only voices you'll hear are either a snarky control tower radar jockey, or the ones that live in you head (at least I think they do, they might just be sending thoughts across the alien device the government stuck in there).


JUST LIKE HITTING A WOMP RAT, IF YOU'RE THE RAT

After one of the quickest downloads I have ever had, I fired up my game, made an account, and went to find the tutorial.  Umm, hello? helloo... helloo... hello...  Anybody there?  There... They're... Their...  I was as shocked as a Droid in a Jawa transport to find there is no tutorial.  OK, no one panic, then they must have a good level-based system of matching people up, right?  RIGHT?  Nope, the computer balances the teams as best it can, but expect there will be a space shark in your asteroid field, waiting to gobble up the newbie chum.  I died almost without fail as soon as I made contact with the enemy forces.  More specifically, their missiles.

Needless to say, I did find my balance in the game, and after having watched the pilots who drove me to distraction drift turns better than the bootleggers they were named for, I realized that the physics of this game were actually impressively thought out; contrary to several iterations and attempts by Star Wars games, in space your inertia and the direction of your thrust will make radical changes in direction possible, bombs do not make any sense as a weapon since they won't fall, radar would only help in a spherical display, and leading your enemies is not just recommended, it's required.  The first couple of days playing you are allowed to test-pilot any of the several ships in all four of the classes:

1.  Light Fighter:  Swift, agile, and really light on armor, these puppies are great for capture the flag or defending your carrier, but don't get too cocky, kid, these things blow up real nice.

2.  Medium Fighter:  The workhorse of the fighter fleet, these bad boys are interceptors, designed for drawn out combat away from the cover of carrier cannons.  Still maneuverable enough to leave the big boys in their wakes, but armored enough to take a few hits without becoming a smoking wreck.

3.  Heavy Fighter:  You wanna mess with the bull?  Here's the horns.  These things are as armored and armed as you can make them and still call them fighters.  Nowhere near as maneuverable as the smaller crafts, these things are designed to take out enemy ships AND be able to take a whack at carrier cannon mounts, without much more than a scratch in the paint.

Flying by the seat of your pants only works if you have rocket pants.
4.  Bombers:  Despite their misnomer, these behemoths actually are armed with space torpedoes.  There is a required arming distance, and carrier turrets will destroy them long before they do much damage, but these beasts are armored up to survive the runs necessary to do the job.

Once the free trial is over, you have access to one light flyer and one bomber, but fear not!  Additional ships can be bought, with or without cash, and all ships are upgradable with earned in-game currency.  The only thing that you can't do is build your own ships, or at least repaint the ships you buy.  But hey, if the only thing missing are aesthetic changes, that's fine by me.

TALK TO ME GOOSE...

Flying by the seat of my pants, and doing fine, be here next time when we pick up again on the review of Moon Breakers.  Liked what I had to say, got more to add or want to disagree with me?  Leave a comment!  Till next time!

[NoCashReq has left the room.]