Unfortunately, by halfway through the game, the design team ran out of ideas. You've got all the useful active abilities (you can gain a few more, at a slower rate than before, but they're mostly useless once you've snagged the ones that define a squad's role). You have all the squads they'll give you. You've found the equipment with the active abilities that are necessary, and you just put the equipment with the biggest numbers in the other slots.
Squad outfitting. Notice how only 2 of the 4 upgrade tracks (bottom) are useful. |
In short, you fall into the rut of efficiency. The last half of the game is spent doing exactly the same thing, over and over again. You choose 4 squads to focus on and ignore 2; the ignored 2 fall behind in leveling and, over time, you can't use the 2 you ignored without them being one-shot by enemies. There's no incentive to swap out squads. All missions use exactly 4 squads. They all become variants of 'drop here, clear out enemies, kill this boss with 1,500 times as many hitpoints as your walking tank.'
The first half had some real promise, but they failed to keep the game interesting by letting the player get complacent. Atom Zombie Smashers (which shares many mechanics) addresses this by rotating the squads you can use and alternating missions slightly.
This game is DoW2's campaign. But better. |
DoW2 had some other issues (bossfights were horrible, all enemies could be beaten with exactly the same tactics, etc.), but incentivizing players to do the same thing over and over was the biggest core problem with the campaign.
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