Samstag, 25. Dezember 2021

Cube Factory (PC) Review

 

Cube Factory is a mix of a Platformer and a Shooter game. You have to shoot and jump your way through the levels with the twist, that the players dies after every hit and has to restart the mission. The gameplay idea reminded me a lot of the game Ghostrunner.

Cube Factory manages to create a challenging difficulty through the one hit deaths and lack of checkpoints. You know that every mistake will be your last, but it also offers speedrun potential through this and it rewards level memorization and learning of patterns. 

There was originally only a basic tutorial and 3 regular levels, but the game has been updated in the last months and received a much improved and longer tutorial plus an extra challenging fourth level. Cube Factory is overall a rather short game, even though it will definitely take some time till you can complete every level (this is especially true for level 4, which took me much longer than all other levels combined to clear). A couple of levels also have some hidden Easter Eggs, which were a nice addition.

Except for the default pistols and occasional rockets there are no additional weapons in the game, which could have brought a bit more variety to Cube Factory. The gameplay works fine nonetheless. More annoying was the fact, that walljumping doesn't always function perfectly (you have to press the same button for walking on walls and for jumping). Those occasions are rather rare, but since walljumping is an essential part of the game, it was still a bit frustrating. Movement is overall pretty decent, even though it can sometimes feel a bit floaty/slippery. A fellow Steam User compared it to walking on ice, which I find a bit too far fetched, but in air movement especially can definitely feel more floaty than in other games.

Level memorization also leads to recognition of enemy patterns and weakspots, which can be exploited to make your life a lot easier. After you were able to complete a level for the first time, it gets a lot easier.   

The game uses a cel shaded visual style, which looks decent. That being said you can clearly see that the game is a smaller project and lacks visual quality in objects and enemy designs. The enemies are all some kind of cube-robots and occasionally there are also some friendly robots scattered around the levels. It is pretty difficult to differentiate them, since they look so much alike. I therefore nearly always shot the friendly cubes by accident too.

 

Pro:

+ Mix of Platformer and Shooter

+ Challenge through 1 Hit Deaths (Rewarding Level Memorization)

+ Movement is overall decent

+ Nice content updates (new and improved levels)

+ Hidden Easter Eggs

+ Speedrun potential

 

Contra:

- Rather Short Game (Very short after Level Memorization)

- Walljumping doesn't always work perfectly

- Air movement can feel pretty floaty

- Lack of visual details

 

Result:

Cube Factory is a fun game, that reminded me a lot of a Ghostrunner Prototype. I like the mix of Platforming with Shooting and the challenge of the one hit deaths. The movement is generally decent, but the walljumping or in air movement occasionally have some frustrating issues. The game is also rather short, even though the strong updates have certainly improved its length. I would recommend Cube Factory to fans of Ghostrunner or players, who like a FPS Platformer.

 

7/10

Montag, 6. Dezember 2021

Fortnite Chapter 2 Season 7 (PS4) Review

 

Chapter 2 Season 7 of the Battle Royale Game Fortnite was named 'Invasion' and was entirely focused on the big Alien Invasion, which got teased towards the end of the previous season. The Aliens arrived with a gigantic mothership on the Fortnite Island and blew the Spire (POI Highlight of the previous season) up before the new season began. This attack mobilized the IO, who started to organize a resistance against the Alien Intruders. The inhabitants of the island got split into groups of Alien supporters, who gathered in Believer Beach, and people supporting the IO and their new outposts all around the island.

The premise of the story in CH2S07 was pretty interesting and reminded me a lot of the movie Independence Day. I liked the Alien Invasion scenario and the fact, that you got both Alien and Human Resistance Skins through the Battle Pass. What I didn't like about the story was that it for the second time during Chapter 2 completely abandoned the previous storyline. The Ghost vs Shadow Story just vanished after CH2S03 without any closure and the Zero Point Jonesy/Foundation Story also just suddenly disappeared to be replaced with a new Alien Story. The Fortnite writers should really do a better job than this, especially since they do seem to have some pretty good ideas. These ideas overall however still feel to random instead of giving you the feeling of being one complete and coherent Story Chapter.

What I however loved about the storyline was its inclusion into the weekly challenges. The golden quests every week told a connected story over the course of the whole season, where players were aiding Dr. Slone in her mission to defeat the Alien Invaders. The beginning quest of every week was even narrated by the Dr. Slone Voice Actor and the quests actually felt useful in comparison to all lot of challenges, who often feel mundane. CH2S07 however even had a couple of the purple regular weekly challenges, that let players do useful stuff to fight the Aliens. The Challenge System was therefore the best it has ever been in this season (also much better than in CH2S08).

Another aspect I didn't like in this season however was the lack of significant Map Changes and the removal of Biomes. CH2S05 and CH2S06 brought a Crystal Desert and Spire Biome, that CH2S07 completely removed and replaced with the original boring grasslands instead of continuously altering the map like they did in Chapter 1. I have often criticised this development of reverting nearly all map changes and was pretty disappointed at the start of CH2S07. The cool Spire POI got replaced with 'The Aftermath', which is just a boring hole in the ground. There is nothing to do or see here in the middle of the map. This was a huge change for the worse. Sweaty Sands turned into Believer Beach, but remained 95% identical to Sweaty, which was another letdown. Only during the Cosmic Summer Event did the location freshened up a bit, where I could have agreed to call it a renewed POI, but the changes got reverted after only around 2 weeks... The only major POI change was the addition of Corny Complex, which replaced Colossal Crops. On the surface Corny Complex looks a lot like Frenzy Farm, but underground there is the IO Headquarters beneath the farm. This is actually a pretty cool location and I liked it a lot. The season also placed a bunch (7) of smaller IO satellite stations around the map. Those are actually also a good addition, since they look nice and offer reasonable loot and one of the best cars in the game, the IO limousine. These outposts are useful since they are often placed between locations and in areas, where players would otherwise rarely drop. On the other hand these satellite stations all look nearly identical and they can not replace real POI changes, which CH2S07 lacked off. During the season Holy Hedges has been changed to Holy Hatchery and got some few Anti-Gravity areas inside of it. The change made sense and felt a bit more impactful than at Believer Beach, but the POI still remained mostly the same. During the season large parts of Slurpy Swamp, Coral Castle and Corny Complex also got destroyed by the Aliens. Storywise it made sense, but these locations actually just got worse, since they were lacking half of their buildings without any replacement. Slurpy Swamp got hit the hardest, since it also lost its Slurp Water, which was the best aspect of Slurpy Swamp. It was subsequently only known as Sludgy Swamp and lost its appeal to most players. Every couple of weeks gigantic abductor ships additionally appeared over random locations, which abducted players and let them compete in a race to collect loot. This was a nice addition. I would have just hoped for them to stay more constantly over the whole season on the map.

Crafting from the previous season was mostly removed, which I appreciated. It was an interesting idea for one season, but it was the right call to drastically reduce it afterwards. From the new weapons and items in this season I liked the Pulse Rifle, the Rail Gun and the Recon Scanner the most. Pulse Rifles were working a lot like the great Stark Energy Rifles from CH2S04, so I naturally liked them. The Rail Gun was a sniper, that did a little less damage than regular snipers (but still enough) and had to be charged up and could even hit players through walls. This was a great way to counter the players, who were just building a million walls in a few seconds. The Recon Scanner was using quickly recharging recon grenades and had infinite ammunition. This was a great way to scan locations ahead and to know where other players are positioned during a gunfight. The Kymera Ray Gun, Plasma Canon and Propifier I liked less. The Ray Gun might have had infinite ammo, but was too slow firing and didn't do enough damage. You could rarely outgun anybody with this weapon. The Plasma Canon was super useful against buildings, but was just way to slow. In the time it took the energy ball to destroy 2-3 walls, the other player already built 5-6 new ones. The Propifier was a nice gimmick, which could transform the player into an item in order to trick opponents. In reality this never worked, since the objects always stood out of the environment. The Grabitron, which could pick up objects and throw them forward, was okay, but also felt more like a gimmick than a powerful weapon. Inflate-a-Bulls transformed players into an inflatable bull, which allowed them to traverse the map quicker, but otherwise wasn't really useful (another gimmick). Alien Nanites were also gimmicks, but fun ones. You could throw them to create an anti-gravity field in the area.

The Alien Invasion season also brought small alien space ships as vehicles into the game (called saucers). These could shoot slow, but very powerful energy balls onto enemies, or abduct players or objects with their abductor beam. The saucers could alter height and use a boost, for a quick escape. In the beginning of the season the saucers were too strong and allowed players to fly so high, that players on the ground couldn't even see them anymore. The saucers got therefore nerfed and couldn't fly that high anymore (additionally the Ray Gun did a lot of damage to saucers). If the saucers lost its lifepoints, it wasn't immediately destroyed, but instead shutdown and sank to the ground. Only after the third shutdown did the saucer finally explode. At the beginning I was also annoyed by their extreme flight height, but later on became a fan of the saucers. They obviously were a great addition to an Alien Season.  

CH2S07 also had a couple of events. The most important certainly was the Story Event at the end of the season called 'Operation Sky Fire'. Players got beamed onboard of the enormous Alien mothership, which loomed over the Fortnite map for the entirety of the season. The players were supposed to destroy the alien mothership with the bombs placed inside and then escape, but Dr. Slone betrayed them all and wanted to leave them for dead. Instead, the players activated a formerly purple Cube inside of the mothership (similar to that one of CH1S05) and turned it blue instead, as a friendly Cube. Shortly after, the bombs exploded and revealed an army of evil purple Cubes. Players and Cubes alike dropped back to the Fortnite map, while the mothership crashed in flames.

Then there was also the Cosmic Summer event at Believer Beach, which was a giant celebration by the Alien Supporters in Believer Beach (unfortunately the improved Believer Beach switched back after only 2 weeks). There was a very small event, where all whiplash cars got replaced by Ferraris ingame (Fortnite apparently sold out again and used their game as a big commercial platform). The other larger event of the season was the Rift Tour Concert Event by Ariana Grande. The show was okay, but I honestly hate the idea of concerts being a part of videogames...

The Battle Pass system got completely switched up for CH2S07. Instead of a direct order of unlockable items from Level 1-100, players could now choose relatively freely what they wanted to unlock. Items were placed into areas of 10 levels and you needed to be Level 10, 20 , 30 and so on to unlock them. Within these areas the item order could be chosen freely by players, with the exception of skins usually having to be unlocked last in each area (You got 5 stars for every level up and could use them to unlock the Battle Pass items). I personally wouldn't have needed this new BP system, since you were still pretty limited in what you unlocked and when. You couldn't just unlock a Level 100 skin in the beginning for example. The BP menu itself also looked visually far worse than before, but Fortnite apparently wanted to change things once again for the sake of changing things. Additionally, different styles, that had previously been part of the BP, were now outsourced as rewards for the levels 100-140 and the colour variation styles just started at 140. I don't like this change at all, since it forces players to grind to level 140 instead of 100 to get all the unique Battle Pass content.

The Battle Pass itself was a mixed bag in CH2S07. I was initially super disappointed and would still consider it one of the weakest overall, there were however also a couple of good skins.

I was not a big fan of the Sunny, Zyg and Joey skin. Sunny was the unofficial leader of the Alien Supporters in Believer Beach and was therefore at least pretty fitting, but I can't say that I particularly liked her skins. Zyg was a robot and somehow an ally of the Aliens. I honestly just found him pretty weird and rarely used him. Joey is a shirtless fully tattooed muscle guy, who could take off his human costume and reveal the female Alien inside. The alien version of Joey was a nice surprise, but I didn't like the human form and the Kymera Alien was actually looking much better fitting than Joey. Kymera was also special, because players could unlock collectables during the season, to customize Kymeras appearance. They could change his face, his armour, his body colour and so on. This was a decent and an interesting idea. Unfortunately the grind for the Kymera collectables was pretty tedious and a lot of them had to be collected through hundreds of Cosmic Chests in matches, which was too much. Guggimon is a rabbit person and apparently a collaboration skin from a company called Superplastic, where he became a social media star. I never heard of him before and I don't really like this weird skins being part of the BP instead of original Story Skins, but I also can't deny that I somehow like the Guggimon outfit (his special outfit has a hockey mask like Jason Voorhees). It is pretty similar with Rick Sanchez from the show Rick and Morty. I like the character of Rick a lot from the series and I finally did appreciate the inclusion of Rick and his Toxic Rick special version, but on the other hand an anime skin should never be part of a Battle Pass in my opinion. The other two skins are Superman and Dr. Slone. Dr. Slone is an important story person, which is why I appreciate her inclusion. Her default outfit however looks more than just weird. She is wearing a 3/4 pants mixed with a sweater below her shirt and double tie. Even for a male, a double tie would look completely ridiculous. For a female it is simply cringe (She doesn't look anything like a serious scientist and more like the mother of all hipsters). Luckily her alternative Battlesuit outfit looks much better and way more appropriate to the war with the Aliens. Superman was the not so secret secret skin of the season. Superman is a legend and I obviously liked his skin and the alternative Shadow Superman a lot. It is just a shame, that Superman as the secrete skin didn't seem to play any role in the story. After the Trailer at the start of the season, he was never seen again.

Another really negative aspect of CH2S07 was the beginning destruction of the Team Rumble mode. This mode was primarily being used to do challenges and have some light TDM elements. The mode was a stable since early on in Chapter 1 and remained relatively unchanged till the beginning of Chapter 2 Season 7. Now the playable area was drastically reduced and the ring was moving much faster, making it very difficult to complete some challenges and taking a lot of fun out of this mode. I remember hating this change and being very angry at Fortnite. This however was nothing in comparison to Chapter 2 Season 8, where the Fortnite Devs straight out took a murder attempt at the mode and destroyed any kind of motivation to play it. Some of the Devs seem to have went rogue, otherwise these changes can not be explained, since there were massive shitstorms after every change of the Team Rumble mode. Fortnite apparently doesn't care, that this mode is not being played anymore and many players abandoned Fortnite in CH2S07 and CH2S08. Hopefully they can turn the ship around in Chapter 3.

 

Pro:

- Alien Invasion scenario

- Fantastic Operation Skyfire Event

- Variety of other events throughout the season

- Saucers (Alien Space Ships) as vehicles

- Storyline through the weekly challenges (even narrated)

- Less focus on crafting this season

- New weapons/items either useful or fun

- More choices in the order of Battle Pass items

 

Contra:

- Removal of Biomes and too few map changes

- One of the weaker Battle Passes

- Battle Pass stretched to Level 140 instead of 100

- Decline of Team Rumble mode

 

Result:

Chapter 2 Season 7 was quite a mixed season. I was initially really disappointed with the lack of Map changes, the revision of the cool previous Biomes and the quality of the Battle Pass. The storytelling throughout the season was however really great and they at least tried some map changes later on. A lot of the new weapons and items unfortunately were more of fun gimmicks than useful tools, but the Alien Ships and the Pulse Rifle and Rail Gun were not only very fitting, but overall pretty entertaining. Despite the initial disappointments there was still quite some fun to be had in Chapter 2 Season 7 and they did manage to create an Alien Invasion atmosphere through the season. The Skyfire Event was also a real highlight and very well done. It is just a shame how they treated Team Rumble throughout the season.

 

7.25/10

Dienstag, 23. November 2021

Galactic Force (PC) Review

Galactic Force looks and plays like a Sci-Fi Shooter from the early 2000s. There is nothing wrong with that and I am actually quite fond of games from this period. Galactic Force however is just a small scale game from the developers of games like Pixel Battle Royale, Rebel Forces, the Masked Forces games and some other asset flips. The Sci-Fi scenario may sound cool, but the game doesn't really utilize it. All guns in the game for example have a laser lightening effect to signal that they are 'futuristic'. This lightening effect however is not only weird and rather hideous, but also looks identical for all the weapons (including shotguns, which is just absurd). There are only 6 weapons in Galactic Force (Knife, Pistol, Shotgun, Sniper, Laser AR and Rocket Launcher), which is noticeably less than in the Masked Forces games and except for the lightening/laser effect of the weapons, none of them are new in GF.  

The presentation is generally pretty simplistic and you could put the gameplay in any kind of scenario (which the devs did in some of their other games). You can give Galactic Force credit for not screwing up as much as a couple of other BR games did, which really held those back, but Galactic Force on the other hand feels like a very bland experience.

There are a variety of different game modes aside of BR, like DM, TDM, Doom or Coop Survival against Bot players or Monsters (DM, TDM and Doom also have Arcade versions, where players can use all weapons). This is once again very similar to the other Freeze Nova games. The Doom mode is in Galactic Force probably the best mode as well, because it can compensate the bad hit detection and gunplay (which generally feel pretty identical to the Masked Forces games). It however also feels worse than in Rebel Forces, because it lacks the speed and jump modifications and because the maps fit less to the style of the Doom mode.

There are 4 smaller maps in total and all modes can be played with Bots instead of real players as well. The Bot players however aren't the smartest and barely move around. Alternatively Aliens can also be added to every game mode (including BR), they move around faster than the Bot players, but can only attack in close combat and are also not particularly skilled. Battle Royale can only be played in Solos and allows up to 20 players (like all the other modes except for Survival).

From the maps, I probably had the most fun for the Doom mode in Erus, which is the smallest map, but it offered the best use of verticality and allowed through its smaller size fast paced combat duels (Erus is a smaller Scifi outpost, that connects multiple smaller towers through a large bridge). Best for BR was probably Bunker, because it was the largest map. The middle part of the map however did feel a bit too empty (Bunker is a more extensive crater station, which looked like it could have been from Tatooine). Krao on the other hand felt like something in the middle. A dense space station, but still a significantly larger map than Erus. Krao probably suits DM and TDM modes the best. Zion is large cave map, but it looks pretty boring and there isn't really anything in this cave. I therefore definitely liked Zion the least.

 

Result:

At least Galactic Force is one of the cheaper Freeze Nova games on Steam (79 cents), but there is on the other hand no real point of investing that either, if you consider the growing amount of well done free Sci-Fi Shooters. There is also a free Browser version of the game, but its performance is rather hit or miss and I often experienced similar problems to the Masked Forces 3 Browser version. Galactic Force is probably better than some of the most flawed games in the BR genre, but it also doesn't have much to attract players or keep their attention for more than a few minutes. I did however enjoy the Doom mode and BR in Galactic Force more than in Masked Forces 3 (probably because of the Sci-Fi scenario), but less than in Rebel Forces. I would therefore rate it somewhere in between.

 

4/10

Dienstag, 16. November 2021

Code2040 (PC) Review

 

Code2040 is a relatively new Battle Royale game, that dropped early February onto Steam. It had a couple of unique mechanics, which helped make it stand out of the crowd of BR games.

Code2040 has a Scifi scenario and all players are prison inmates, who have to work on a foreign planet and extract some resources. The inmate status is being used in an interesting way in this game. All players have an explosive collar around their necks and if they fail to authenticate regularly (all 12 minutes) at an authentification center, then they will be blown up. Code2040 maybe a Battle Royale game, but it isn't enough to just eliminate all opponents, the players also need to launch a ship to escape from the planet in order to win the match. This element actually reminded me of the earlier version of 'The Cycle' or 'Scavengers'. Code2040 also has PVE elements in the form of Ghost creatures, that will randomly attack players during the match, and a God like creature, which evokes earthquakes (it however is a bit pointless...). I personally really liked these PVE elements within the BR matches and think they were implemented well, but I can understand that some players might experience them as a bit too much.

Players could also choose from a couple of gadgets before every match, that helped to customize playstyles. A Soma Ball for example could be thrown as a Recon scanner, while heal grenades could aid an entire team of players and a shield gadget could temporarily enable an invincibility effect. 

Apart from the standard Battle Royale mode (which was only available for Trios) there was multiple times a 12v12 Team Deathmatch mode (called Code2042) enabled. This mode could have been a nice addition, but unfortunately I never found enough players to start a match. Additionally the developers also created a new tutorial mode (2036 Exercise Yard), that released a few months in the games lifetime, to try out weapons.

Gunplay and movement feel fluent and precise in Code2040. It may not be the next PUBG, but the gameplay is more than just decent and I do see some comparisons with this game. Gameplay overall is just pretty enjoyable and honestly also felt rather polished. The UI was very clean and well-arranged. I appreciated the various different attachments for weapons and the amount of usable items (like grenades, adrenalin stims or health packs). All weapons also offered first and third person views, which was appreciated as well.

I can honestly state, that I liked the Battle Royale map in CODE2040 pretty much. Due to a small playerbase (more to that later on), it always felt pretty large, but I would take a big map over a tiny one any day. The grasslands were really beautiful and the cities were great places to loot and actually felt like places, where people would live (which not many BR games can claim). Apart from some POI locations, there were also authentification stations located around the map (which served as something like probation offices).

The visuals of Code2040 were actually rather beautiful, like you would wish for every 2021 videogame to have, but the visual beauty came with a price. The game was also very hardware demanding and even with good equipment you could encounter some stuttering especially during the beginning of the matches. Perhaps the performance optimization could have been improved.

Sound is another area, where CODE2040 simply did a good job. The soundtrack in the menus fitted the game well and sound effects like gunshots, the emps or footsteps were precise, clear and sounded like they were supposed to.

The first two weeks the game may had a pretty decent population of 300-400 players (which is also not that high, if you really want to hit the ground running), but since than the amount of players has been dropping lower and lower every week. A big problem with the shrinking player numbers was, that CODE2040 for a long time required a minimum of 18 players to start a match, which was later reduced to 12. This may not sound like much, but can really hurt the game in the longrun. Once there are timeframes, where there are not enough players to immediately get going, the others will lose patience in the queue and start a snowball effect, which will ultimately lead to the games demise.

On prime time matches actually got going for a long time, but even than it usually took a couple of minutes and many people lost patience during the queue. In low times on the other hand, there weren't even enough players online to get a match going in any of the three server regions (EU, US and Asia). The minimum player requirement became a serious problem, if you wanted to play outside of the prime time... Even before that, the game had a problem that it would instantly start the match as soon as 18/12 players were queuing in, which made it very difficult to ever experience a full lobby (Even with a 200 concurrent player count I never got more than 20-30 players in a match). In the first 1-2 weeks of the game's life, people were apparently really getting full lobbies, but that never happened again. The matchmaking system definitely needed to be improved (at least it always showed you how many players were searching). Splitting the queue into 3 different regions obviously didn't help a dwindling playerbase either, but they did implement an auto-queue function, that automatically lead players to the server regions with the most players (which nearly always was south-east Asia, which in turn didn't help European and American players pings). Maybe adding Bots would have been a solution, but they should have also obviously focused on promoting the game more.

Code2040 would indeed really have deserved a much bigger and better marketing campaign, since the gameplay was actually pretty strong, but you barely heard about the game anywhere. The developers didn't seem to have put out any adds or invested in Youtubers or Streamers to market their game. I am also not the biggest fan of Streamers promoting products, but you have to find a way to let people know about your game (I only accidentally discovered the game by browsing the Steam search for new games). The twitter page of the game hasn't been updated in over a year (!) and their Youtube-Channel is hidden under their company names with all videos only having Taiwanese (at least i assume it is that) subtitles and descriptions. I really have to say, the developers did an absolutely awful job at marketing the game (and they did receive a couple of offers of help from the community, which all have been ignored).

The lack of players also quickly lead to massive skill gap problem, where a lot of players already knew each other and some Squads and Players just kept winning, while the new players quickly gave up or never even found a lobby to begin with.

Since CODE2040 is a F2P game, it was also selling Skins and Battle Passes within the game to finance itself. Some cosmetics could obviously also be unlocked for free, but not very many. It is furthermore interesting since CODE2040 kind of offered two different Battle Pass versions. There is the regular Battle Pass for Season 1 and Season 2 as well as Character Level Pass (this pass unlocks additional cosmetics rewards). You needed to unlock both with the real money currency and there is no way of gaining them through just playing the game. The problem with the system is, that there often weren't enough players to even get a match going and nonetheless the devs focused on releasing this cosmetic content instead of fixing their game first.

I also experienced some technical issues in the last months of the game, which gave me a black screen at the beginning of a match or through me out of the match completely. These issues only started to pop up towards the end of the game and obviously didn't get fixed anymore.

Edit: Meanwhile the official servers for Code2040 have been shutdown, while I was writing this review (official shutdown on 10.11.2021). The last 3 months after the cancellation announcement there were never enough players online to start a match (with the exception of the last day), which is a really sad end for this overlooked game. A lot of this could have been avoided, if the devs reacted quicker or started to actually listen to their players.

 

Pro:

- Smooth Gunplay and movement

- Cool Scifi-Scenario

- New gameplay elements implemented well (authentication collars, shadow creatures, escape ship, individual gadgets)

- Great BR map

- Beautiful visuals

- Fitting soundtrack and sound effects

 

Contra:

- Small playerbase/ Long queue times (Awful marketing of the game)

- Hardware demanding game

- Skill gap?

- Too much focus on skins instead of marketing/patching

 

Result:

The story of Code2040 is a nearly tragic tale. The gameplay was smooth, the Scifi scenario well captured and the visuals didn't disappoint. I also really liked the authentication collars and the need to escape with a space ship from the map. The lack of support and low playerbase however quickly lead to a deadly downward spiral the game never managed to escape. Most players, who did play Code2040, liked it, but many more disliked the game, for not even being able to experience it. At this point all hope was already lost. It saddens me to see that a game like Code2040 dies so fast, but many trashy mobile BRs manage to survive for years. This game had potential, but never received the support it deserved.

 

6.5/10