19 people found this review helpful
2 people found this review funny
Recommended
0.0 hrs last two weeks / 23.9 hrs on record (12.2 hrs at review time)
Posted: 12 Nov, 2023 @ 4:13pm
Product received for free

Early Access Review
Had been playing in the last few days and haven’t dropped any reviews yet, and now here I am. To be absolutely honest, the creativity element of Robocraft 2 compared to 1 has escalated exponentially in my own opinion: the new building system, the right to choose your character and the return of the old BA mode. However, there are issues of cause. Still, generally, I would love to give a thumbs up to this game because I was enjoying it.

It is always good to see your childhood returns, that is all it needs for me to give a positive review. In Robocraft 2, there are a lot of either necessary or unnecessary innovations (depending on your point of view) which is also quite nice to have.

New building system

The new building system is what I likes the most. But it is in fact such a mess, the keys are all over the place and are either prone to accidental triggering (for example the V for mirroring mode, I often accidentally trigger it when pressing space or c for colouring) or unreachable (Complicated and impossible to remember). The system is also overcomplicated: As a newbie, the learning curve for making new Robocrafts is really steep! The Complicated system with the keys almost makes you twist your hands like a pianist together combined to create a dreadful experience when making your bot. At the very start, I literally felt like an infant at a Uni, that’s how difficult it is. Or it could be me being stupid and absolutely rubbish at logic :(((

But on the other hand, this also means that the possibilities in this new system are literally limitless, with the new “block scaling” system and the wiring function, you can quite certainly build your working transformer, which has been my personal goal ever since I had started Robocraft 1. And this is fun to play with, this is the fundamental reason I like this game, because of how creative I can get when making a new bot! I had tried to resemble the gimmicks of the race cars from Future GPX Cyber Formula, hovers and drones and I do see evidence that they could work.

They also allowed you to copy and paste parts from one garage to another, which is fantastic for creating artbots. But it had been a nuisance for me to locate the copied part, I might need more experience on that.

Tech tree and MEGA

Hey! The old Tech Tree is back, but hold down a sec, it is just a season pass that looks like Tech Tree. I do understand how amazing season passes are, but making it look like a tech tree, in my opinion, is a bit sneaky. Nevertheless, I do like the new customizable characters and banners etc. that the season pass gives me.

Well, The MEGA (or MEGA substitutes) are back, it is now called the “powerful robocraft”. It appears when your team is at a disadvantage competing with the enemy (as far as I know). The game will keep warning you that 2 of the team should go back and drive it. And yes, the “Powerful Robocraft”, it takes two: One is in a position to drive and one is in a position to use the main weapon, which also means that one player can use the bot without the aid of the main weapon. Although being really fun to drive, but the fact is that the ducks never lie in a row due to the lack of communication system and teamwork, plus there is no friend and team system in this game yet, making it extra difficult to use the Powerful Robocraft. In addition, I had only discovered 2 types of Powerful Robocraft, both using plasma and laser, which makes the experience really boring. My opinion on the Powerful Robocraft is that maybe FJ should let the player spawn their own Powerful Robocraft. For example, permission to generate a Powerful Robocraft can be granted to all the players at the base, and one player can head back and choose from the default ones and the ones they built. This might be a better alternative to the current auto-spawning ones, because players get to use their bots, and can be more tactical in choosing an airborne or ground vehicle with different weapon types.

Battle System

Talking about the battle system, I dislike it. You do get to change your bot during the battle and can select based on situations, which is a huge improvement in my point of view. In addition, now you can leave your bot: which I originally thought was unnecessary, but now I noticed that it can get tactical, so I accept this change. Apart from these, everything is pretty messed up: the feedback when you hit your enemy, the driving experience and the lack of reward when you eliminate your opponent. You are not rewarded anything when hitting or eliminating your enemy is definitely my biggest beef (no kill counts or score or announcement). Apart from that I am in no position to comment on the balance of parts.

Something worth mentioning is how useless the self-made turrets are: You can now make your turrets with the new parts. It is really exciting: I do feel overwhelmed by the building system, so I was building turrets for myself to practice, if you are interested in my work, check it out by searching XiViTin (my ID). But the fact is that using blocks in your turrets can make it more prone to damage (based on my experience, could be wrong), and definitely will cost your more CPU. FJ please consider rebalancing some of it, that would be really nice.

Overall, Robocraft 2 is a good Alpha phase testing game itself, but only when ignoring the existence of Robocraft 1. The lack of a lot of essential systems like friends, old tech tree (replaced by a list of features to be unlocked using the dust), squad function and so on. It is such a big disappointment for lots of old Robocrafters including me to see the incompleteness of Robocraft 2, which reduces the interest of old players to explore this new game. However, it is unfair to comment Robocraft 2 as failing just based on the lack of old, existing functions from Robocraft 1, the innovation in the battling and building system should be noticed and awarded, and I am loving the fun of exploring. Nonetheless, some rework of the control and messy UI should be undertaken to improve player experience.
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