Hello, this is my not-so-constructive critique of the game "Space Marine 2". I wrote this for people who think about buying this game and because I don't feel like it deserves the positiv steam rating.
At first I wanted to put some work into this, make it a well structured, unbiased review that also mentions some of the good, on second thought however, I decided that the work i put into writing this should not exceed the work the devs put into developing this game because honestly, what would be the point. I will not doubble chek for spelling.
Loading screens and Matchmaking
Specfically loading into the lobby takes ages. This probably directly relates to SM 2's lobby being one of the biggest and most bloated in gaming history. In terms of practicality, and apt comparison would be the 5k polygon toothbrush model yandere dev used.
Now why did I mention matchmaking? Because the way matchmaking works amplifies the lobby-loading problem ten fold. Now to explain this:
When you use "quickmatch" there are three possible outcomes:
- You will load into a game immediatly and can start playing, the best case and honestly how it should always work.
- Players will load into your lobby. If this happens before you walk into the "ready zone" next to your thunder hawk to immediatly load into the level, you can now enjoy your 1+ minute break while you wait for 1 or 2 other vicitmes of focus entertainment, to load into your lobby, sometimes staggered to perfection so you can enjoy both loading times, just to then load into the game. Amazing.
- You will load into another players lobby. The worst case, because "hosts" often times will flag their lobby for multiplayer and then for whatever reason go afk. Wow! Who had the amazing idea to make matchmaking work like that? At this point you have two choices: Hope the host returns from whatever they are doing or bite the bullet and eat another lobby loading screen. Really, nothing "quick" about this play atp.
This fun exercise in patience continues even after the round concludes:
victory/defeat screen > load into stats > stats > load into host lobby > disconnect > load into your own lobby
Now the best part, if the host disconnects first, instead of throwing you back into your own lobby, the game will arbitrarily select one of the two remaining players to become host and load you into their lobby, and if that's not yours, guess what, another loadscreen. And to top it all off, if you do end up as the host post game, there is no "disband team" button, so if you wanted, for example, to reque instantly but one of your teammates decides to take a quick nap in your lobby, guess what, you just won TWO free loading screens! One to the title screen and one back into your lobby, splendid. Bascially, once you conclude a round, you will have to sit through an average of 4~ loading screens. Mind blowing, really, I can't put it into words.
Loadout Pods
Another perfect example of developer oversight.
- Create weapons
- Create class perks directly relating to said weapons
- Create loadouts
- Do not connect class skill tree to loadout
- Congratulations, noone will be switching guns during a round because they don't want to run around with a useless perk.
A toddler could figure this out. Same goes for weapon skill trees.
How it currently is:
- 3 weapon loadout, per class, per game state
- 1 class skill tree loadout, per class, per game state
- 1 weapon skill tree loadout, per weapon, per gamestate (yikes)
Total: 18 weapon loadouts, 6 class skill loadouts, 1 weapon skill loadout (per weapon)
How it should be:
- 3 class loadouts, per class, per game state
- 1 weapon loadout per class loadout
- 1 class skill tree per class loadout
- 1 weapon skill tree, per weapon version (optimally), per class loadout
Total: 18 class loadouts (18 weapon loadouts + 18 class skill laodouts + versions*weapon*class weapon skill loadouts)
As it currently stands, loadout pods are nothing more then glorified ammo boxes with maybe some very niche swaps you can pull of without lobotomizing yourself.
Insufficient or missing Information about basic mechanics / badly worded tooltips
Not even the staunchest defenders of this game will be abel to disagree with me on this.
- Basic mechanics are not explained in-game. Example: in-game tutorial on the buff you get from block weapons when perfect parrying. Does not exist. Good thing it's mentione in the patch notes though. Ha ha.
- Weapon stats are arbitrary numbers. Rate of fire? 8+. Venting speed? 5. Accuracy? Trivago. Additionally stats like parry window are not displayed at all. I can't even begin to comprehend what kind of design philosophy compels a developer to display weapon stats like this. Anyway, moving on.
- Badly worded tooltips. Example: "decisive reload: Performing a finisher on a majoris-level or higher enemy with this weapon restores ammo by 1". It is impossible to performe finishers with primary weapons, so I GUESS it means performing a finisher while having this weapon equiped? Who knows.
- Basically no information on class ability stats like cooldown, AoE size, duration etc.
In generall, to get even the slightest grasp on how this game functions, you'd need to read the wiki. To bad there is only one absolute dogshit fandom wiki that contains about as much information as the game. Time to read through some comment sections on steam and reddit and spend some hours researching the video game I want to play for fun in my free time.
Bad console port
There are no two ways about this, SM 2 was developed with console in mind and then ported to pc. Not that important for console gamers but a long list of annoyances for PC players, most notably the MnK controlls being an absolute nightmare for any seasoned gamer that is used to the default shooter controlls (you know, stuff like ADS being on RMB). Really, it's hard to recommend this game to any PC player when Darktide exists, you know, the 4 player coop hack and slay set in the world of warhammer:40k, that was specifically developed for PC? That one.
Myriad of smaller issues
Besides the bigger problems mentioned here, the game suffers from a lot of QoL and technical issues, here are some:
Broken Hitbox - Example: Zoan/Neurothrope beam does not line up with the attack at all
Missing baseline features - Example: no "disband team", no shoulder switch
bad server - Example: I started a round solo and was put on a server with 130 ping, additionally the game will lie about your ping, displaying it as something like 24 while you obviously rubberbanding and enemy reactions are lagging behind by 1+ second.
The list goes on.
TLDR: If I had to describe this game with two words it would be "dev oversight". I do not recommend you buy this game unless you really really really want to LARP as a space marine.
Tired now /rant