Carrier Command 2 is not only a sequel to the 1988 original, but a return to form after the failed 2012 soft reboot Carrier Command: Gaea Mission. Nowhere is this more apparent than the visuals. Gaea Mission attempted to go with a semi-realistic near-future look while the direct sequel is a mix of voxel shapes and pixel textures that feel like a natural evolution of the original game.
At heart, the Carrier Command series is a RTS/FPS hybrid. The games create a simulacrum of actual carrier operations. The big caveat being air, sea or amphibious operations are carried out by drones which are controlled remotely via camera links. Alternatively, the player can issue instructions on a tactical display which the drones will then carry out semi-anonymously. Ideally, a mixture of both is how the game is meant to be played. While it is certainly possible to tour much of the titular carrier through the player's in-game character, most (if not all) the game will be experienced on the bridge. In this room, there a nine stations (three for drone control, one for the helm, one for shipboard weapons, two for managing logistics, one for power/coms, and the captain's chair). It's certainly possible to play solo though a lot of multi-tasking is required to achieve any degree of success. That said, I can't see there really being a need for more than three or four players aboard a carrier. The game allows up to 16 which can participate in PvE or PvP style matches.
Aside from destroying all enemy carriers, the main task which players will be focused on is capturing islands. Unsurprisingly, the world is an archipelago consisting of (a default) 64 islands, each procedurally generated and defended by computer-controlled vehicles. A shield rating system (from 1 to 4) indicates how heavily defended a particular island is. As far as I can tell one-shield islands are guarded by lightly armed land vehicles only, while two shields means they have either air or sea units present. Three means both of those are deployed in addition to turret and missile defenses. As for four...well, let's just say they are tough nuts to crack. Each island also has its own biome (volcanic, tropical, forest, desert or snow-covered) and manufacturing focus (fuel, small munitions, large munitions, air chassis, ground chassis, support equipment or supply barges). Once captured, the player's team can use the island's facilities to produce some of what they need to keep up their war efforts. The logistics aspect of the game is actually fairly important to the point that it can occupy a lot the downtime that occurs when traveling between islands. Another island type of note is the player's starting one. It's a stockpile hub, but more importantly has a shipyard capable of launching small single-purpose gunboats. These are handy to have, but also completely dependent on the carrier for fuel and ammunition. Overall, the vibe I got was one similar to Homeworld: Deserts of Kharak. So while Carrier Command 2 has a FPS perspective, it's really only there for emersion purposes. The player can leave the carrier if they want, go swim in the sea or even walk around the various islands in the game, but there isn't any reason to do so. Unlike Gaea Mission, there are no personal firearms or man-portable weaponry to be had. The player can only attack through vehicle-mounted weapon systems. Just to drive the point home, there is an option in the ESC menu that teleports the player back to the bridge regardless of where they wandered off to. Welcome aboard commander! Now that you are here you can never leave...well, at least until you win, lose, or quit to desktop.
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