Friday 28 September 2018

Post Scriptum Early Access Review

In most squad-based games, communication is king. In the current early access iteration of Post Scriptum, that’s taken to new heights: the need for constant coordination with your team is not only necessary for success, but easily the most enjoyable aspect of this World War 2 military simulation. This formula of squad-based team cohesion on steroids would make for a worthwhile shooter were it not for the frustrating maps, overly simplistic game mode, and a few baffling design decisions that get in the way of experiencing what Post Scriptum does well.

Post Scriptum is an unforgiving game where some players are inherently more powerful than others, and a single whizzing bullet can unceremoniously end an otherwise uneventful five-minute trek through its WW2-era Netherlands maps. This may sound difficult for difficulty’s sake but this opaque environment is ultimately what drives people to work together: there’s safety in numbers. If you’re gunned down while alone you have absolutely no recourse, but with a section of soldiers (a group of anywhere from four to nine) at your back you can be avenged and revived. And while this incentive also exists in Battlefield 1, the sheer amount of waiting and running required to get back into the action of Post Scriptum makes sticking with your squad feel even more essential. As someone who loves team play, this element was immediately gratifying, but as time pressed on getting back to this baseline of cooperation proved arduous.

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