Stadia Trial: The Conclusion (?)
So my trial carried over into one more month of free games, so I've jumped back in.
Power Rangers: Battle for the Grid:
I didn't really know what this was, but played it for about 45 minutes. A budget fighting game with a repetitive and non-sensical story mode (why am I randomly playing as bad guys immediately after playing the same fight as the good guy?). Not my genre in any case, so I'll let this lie.
Steam World Heist:
I'm not much of a fan of the Dig games, so I was reluctant to try this, but it was a free chance, so what the hell. I got hooked pretty quick, but like the Dig games, despite getting snared by the gameplay loop, I'm not sure it's actually good.
I'm a weird case where I tend to enjoy strategy games, but also in general hate endless spawning enemies, which is pretty endemic to strategy games. I didn't mind it so much in Codename Steam, for instance, where it was more universal and part of the general "push forward to objective" pressure design. In Heist, though, with the randomly generated but claustrophobic levels, it tends to twist my tail, as the placement of the spawn doors can really put you at an arbitrary disadvantage. And the specifically harder levels heavily lean on the spawns.
Speaking of the randomly generated levels, I really fail to see the point here, as it seems to fly in the face of the whole "strategy" thing. Like, the potential layouts for any given level aren't that different, and just mainly serve to put you at an annoying random disadvantage without altering any actual fundamental approach. I don't see how this game wouldn't have been better with tightly crafted bespoke levels. Which also plays into a weird oscillation between levels feeling trivially easy or punishing.
Character progression is also kind of whack, I think? I feel like there's very little reason to sub in new underleveled characters when I have a tight three-person team from almost the get-go with short, medium, and long-range skills. I think there's only been one four-character level, as well, and I think I'm over halfway through.
Abort penalties are irritating, as I'm going for three-star runs on each level (don't have much time left on this Stadia trial), but also, I seemed to quickly run out of stuff worth buying from the shops.
Maybe I'm just missing it, but it also seems like you can't scope out the enemy movement grids; it's pretty difficult to maintain a sense of what ranges are in play, particularly with all the ladders (Rabbids Kingdom battle has a similar issue, I think, but you can at least preview the senselessly large movement grids).
I'm still playing it though, so . . .