Strike Suit Zero Review - Leave the Mech at Home

Strike Suit Zero Review - Leave the Mech at Home

Decent space sim but the mechas don't really deliver.

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I felt much the same, I really wanted a good Macross/Robotech stand in game and didn't really get that. Though it is really pretty and fairly fun... it's just not great.

I can't really refute this review. It's a solid arcade style space combat game but it's by no means a deep space sim. Fortunately it's not terribly expensive so it's still a great buy especially once they get the checkpoint issue dealt with.

The lack of an escort list or targeting controls in a game where escort missions are the norm is a bit appalling. Music is ok, but then it is made by Paul Ruskay.

LordLundar:
I can't really refute this review. It's a solid arcade style space combat game but it's by no means a deep space sim. Fortunately it's not terribly expensive so it's still a great buy especially once they get the checkpoint issue dealt with.

This makes it sound like it isn't finished yet. How important are checkpoints as a mechanic?

Ugh... this is really disappointing. Universal Combat is (in my opinion) the best thought out space sim I've ever found. You can be down on the ground, in a fighter, in a capital ship and you get to choose whatever the hell you want to do. I'm also sad to say I kind of enjoyed the huge amount of time it took to get anywhere or repair anything. I'd input auto-navigation to head across the galaxy, go take a leak, come back (w/o washing my hands) only to discover I was completely surrounding, half my crew was dead, and shields and life support was down. AND YOU COULD DO STUFF ABOUT IT! Abandon ship! Put all power to shields, try to hold off while your character went to a fighter, and leave your doomed wreck behind. I LOVED ALL THAT!

Unfortunately, it was also one of the worst designed games of all time. No tutorial or instructions on how to do anything, glitches are prevalent, and the whole thing would crash on me often. I've always hoped to get a good version of that type of game... but this is apparently not it.

Back to waiting for Star Citizen...

I don't understand how a game with so much negative commentary can have 3 and a half stars...

Andy Chalk:
REVIEW

Draconalis:
I don't understand how a game with so much negative commentary can have 3 and a half stars...

This. We hate to be "Those" people... but for all the ragging you did on it, why the Above Average rating?

I don't think I was all that terribly hard on it. SSZ is a decent arcade space shooter that does some things right and stumbles in a few specific but significant areas. The mecha angle is a complete waste of time (although I'm not a fan of the genre to begin with, so your mileage may vary) but there are moments when you go screaming through the nooks and crannies of a massive orbital station while all hell is breaking loose around you, fighters and bombers and frigates and cruisers all mixing it up, that you realize that this is big. Really, really big. And it's impressive. It's probably not good enough to bring non-fans into the fold, but for gamers who are already there - especially at the $20 price tag - it's worth some attention.

And, I think, 3.5 stars. :)

ResonanceSD:

LordLundar:
I can't really refute this review. It's a solid arcade style space combat game but it's by no means a deep space sim. Fortunately it's not terribly expensive so it's still a great buy especially once they get the checkpoint issue dealt with.

This makes it sound like it isn't finished yet. How important are checkpoints as a mechanic?

It largely is finished with most bugs being uncovered fairly minor in nature. The checkpoints are a sticking point with reviewers though largely because most missions range from 12-30 minutes (some even longer) and you will have maybe 2-3 checkpoints through the entire mission. When you die (and you will, frequently. The game does not pull punches) it hurts realizing just how much progress you lost.

It is an underestimation on the devs part though as opposed to an incomplete game (aka "we figured it was a sweet spot but it turns out it was too few") so they are working on it.

I was bitterly disappointed after hearing about the details of this game, I was hoping you could transform into the mech ans board capitol ships and tear up the engineering sections or fight the bridge crew. Boarding space stations and stuff would be cool to, it has none of that though.

I got this, Dawnstar, and Evochron Mercenary all at the same time. More or less agree with this review, but part of me wants to be a bit more negative just because I've been enjoying Evochron so much more that it seems a bit worse then it is by comparison.

Eh, I enjoy it a lot, but if you're looking for a proper spacesim (like X2) or a good RPG-style game (like Freespace), Strike Suit Zero probably won't be for you. I haven't played through it completely yet, but it's already too "arcade-y" and has too little options for customization of your fighters. While it's enjoyable, I think my favorite game of that sort still is Freespace to this day. Not least of which because of the massive modding community, of course (Discovery for instance). And now I made myself want to play vanilla Freespace again.

Sad state of gaming were a game gets knocked points because it doesn't having an auto save every 30 seconds...

I would understand if the time lost was upwards of 30 minutes, but whining over 8-12 minutes...

Andy Chalk:
Leaving aside questions about the practicality of a humanoid robot floating around in the middle of space

I just found that line amusing, because I remember an interview with Yoshiyuki Tomino, primary writer and director of the Gundam series, where he said he originally set Gundam in space because humanoid robots didn't make sense under gravity.

Murmillos:
Sad state of gaming were a game gets knocked points because it doesn't having an auto save every 30 seconds...

I would understand if the time lost was upwards of 30 minutes, but whining over 8-12 minutes...

When it's the third or fourth time it does start to get on the nerves.

As I said before, this game does not hold your hand. The missions are tough and unlocking the upgrades is plain brutal.

And as I said before, it's a great arcade style space shooter, it just isn't as complex as the likes of freespace.

This game seems to get more or less praised universally but I really couldn't get in to it.
I tried playing with both mouse and keyboard and joypad but the controls always felt really loose.
I fiddled with the settings as much as I could but to no avail.

I mainly point this out because in all the reviews I've read on this game they seem to spot all the other flaws (and there are a fair few) but no one else seems to mind the control scheme.

I really couldn't enjoy this title.

A lot of people commenting about the game, whether it's through Let's Plays or blogs or whatever seem to talk about how it's nostalgic to see a space combat sim again and I think that's partly why some of these reviewers come out disappointed. I mean yeah it's a space combat game but that's not quite where the focus is - it's the transformable mech. If you imagine you're in Macross or something and start zooming around in jet mode to cover distance and transforming for a second to shoot down missiles before zipping off again, it feels really good. Not quite perfect but good.

 

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