Frostpunk 2 - It needed more time in the oven. story is bugged beyond belief.

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I enjoyed FP1 because it was micro-managing to survive a desperate situation. There should be no condition where I overcome that situation and feel secure. The situation itself should pass, and that is the win condition.

So, I thought a natural progression for FP2 would be to add some form of Tower Defense / Wave attacks as a new mechanic on top of the cold mechanic. They had a chance to make a very interesting twist, the attackers could all be refugees and invaders at the same time. So you would want to admit some to grow the city's population - but not more than you can house and feed, and each wave admitted becomes a faction in the city. How aggressively you deter them (shoot on sight? barb wire?) may make the next wave more violent, etc.
Interesting, though it feels more like a side game to the series rather than a direct continuation.
 
Interesting, though it feels more like a side game to the series rather than a direct continuation.
I'm not about to write a whole game for them, but the continuation aspect would be in the form of scale - which they did implement. The player is now a proven Overseer and has a functional town, so the waves of migrants are now flocking to the one place that is consistently safe - but the waves are too many. (Very topical, maybe that's why they didn't go that route.)

I can't remember enough of the story to put a narrative to it. Maybe they could say the Earth is flipping on its side like Uranus and so the major goal is to build a blimp like Noah's Ark before their crater gets inundated by a sloshing sea. Then your high score would be the number of people who made it onto the blimp, and all the hard decisions would be about diverting resources to that one megaproject or to keeping the city that sustains the project's construction. There's never enough room on the blimp for everyone - but you need the city to build the blimp - so it's ripe for civil conflict and tough choices.
 
There's a new update coming out soon that's out in beta and they changed heat to be more like FP 1:
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Also Frostpunk 1886 will have a 3rd path to follow.
 
I have played quite abit of Frostpunk 2 and I must say that I really liked it. The issue of the main story not "hitting" as hard as the A New Home from the first game seems to be a difficulty issue because being desperate in the finale of the second game honestly hits the same sortof feeling.
I am not particularly good at videogames, but I can beat A New Home on the hardest settings with zero deaths. However, for the first playthrough it was a desperate death battle.

Its a different game, but people good at Frostpunk 1 and understand the mindset of these games probably went into Frostpunk 2 on too easy of a difficulty for their first playthrough.
 
Man, this game had so much hype and yet almost no one talks about it anymore. Lol

There is just something more universal about the nature of FP1 and you really cant argue it was a matter of "politics" necessarily as the game had factions of sorts with the folks that wanted to fuck off back to London and you had the refugees conflict in that scenario and the engineers vs workers in the last autumn. So clearly something went wrong.

FrostPunk 2: Your city survived the initial storm, but it is not enough. Space and food are becoming scarce. You heard rumors of other generators. Go forth, Captain, and reclaim the lands under mankind's light, lest they forever go dim once again.

FrostPunk 3: What was once a small city has now become the beginning of a fledgling rebirth of the Empire, defying history and fate. Mighty steam locomotives and airships, built to withstand this new world, connect your new cities. But the Frost has taken it's toll on the world, wildlife becoming more scarce, along with wood and other necessities to feed your growing Empire. This cannot last. Explore the remnants of Tesla's city, uncover his research, and halt the worsening conditions of the world, lest all be lost and consumed by the Frost.

What do you guys think? This was the direction I was hoping they were going for until they showed what direction FrostPunk 2 went.

Wow, those sound like fun and natural expansions of FP1

Cant have that, nigger, have some politics because the average joe sure couldnt use a break from that, huh 1780617926643.png

Also Frostpunk 1886 will have a 3rd path to follow.

Why even bother remaking the first game? That seems like an admission they fucked up with FP2
 
Man, this game had so much hype and yet almost no one talks about it anymore. Lol
The game suffered from a very poor launch and shitty story mode. It was nowhere near as captivating as the original and the story had both horrible pacing and objectives. The gameplay was inferior, performance sucked, and it was poorly balanced. I posted about it at the start of the thread but if you went with the technological path you would eventually run out of resources because your population would explode way past the food production limits and you had no methods to do anything about it aside from beating up your people to magically find food.

The story was alright for the first half until you found the oil and survived the great storm. After that as I mentioned the pacing was ruined since you were free to expand until you met the final goal of either acquiring enough steam cores to super upgrade your generator or creating a second city. You would then have to face a revolution and that was it. I'm sure that the game has improved since then but first impressions matter, and they fucked it all up.
 
>makes game somewhat difficult, such that you may or may not beat it on the first try
"Wow that did really well, you know what would do even better? If we made it easier for a wider audience"

Anyway hopefully they kill themselves out of shame because that was pretty pathetic
 
"Wow that did really well, you know what would do even better? If we made it easier for a wider audience"
I genuinely do not believe this to be true. People who played FP1 just came into FP2 understanding the mechanics of the games better because the thought processes translate over.
 
The story was alright for the first half until you found the oil and survived the great storm. After that as I mentioned the pacing was ruined since you were free to expand until you met the final goal of either acquiring enough steam cores to super upgrade your generator or creating a second city. You would then have to face a revolution and that was it. I'm sure that the game has improved since then but first impressions matter, and they fucked it all up.

When it comes down to it, they really haven't improved it much.

We're still with a single campaign, they've already shoved a DLC that adds a mini-tech tree to each faction, but it honestly feels like a shitty version of the Order vs Faith or Workers vs Engineers tech trees, mostly because they lack the story/gameplay impact (Which in turn is mostly because other than the campaign, we only have Endless mode to play, which is bland as fuck).
It also doesn't help that the idea of making a faction for every potential zeitgeist combination was retarded, because the faction themselves are barely fleshed out past the literal slogans.

They are releasing a new DLC later this month, centered around a fucking volcano. My expectations are subterranean, no pun intended.
 
The game is about the same in quality as the first, which was just okay. It's insane how many people put FP1 on a pedestal.
Not even close. The first game had multiple elements that are either absent in the second or severely diminished.
- Day/Night cycle, which influenced the work rhythm in FP1 = Completely gone in the second one.
- Automatons, which could work in any temperature, albeit at a lower efficiency and with a significant cost to build in FP1 = Folded into regular workforce.
- Difference between workers, engineers and children, with buildings that were engineer or worker-specific = Gone in the second one.
- Granular temperature system = Technically there, but it was added after the fact, because the original version just had "Heat" as a meter (If you were above the required value, you were good), and prioritizing certain districts over others was a pain in the ass.
- The equivalent of the Law Trees for Order/Faith or Engineers/Workers is seriously neutered. Most of the zeitgeist-specific buildings are just the base building with higher output and a penalizer, and the idea of synergies between certain buildings and laws is great, but only happens in a couple of instances (Same thing for the buildings that need a certain progression level of a specific zeitgeist to be unlocked, they can be counted in one hand)
- The oil, despite being hyped to high heaven, is just reskinned coal, with no special processing or storage required.
 
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