This would be a good game if not for the shitty music, bad spelling, and a whole bunch of instructions that somehow fail to point out why upgrades aren't permanent.
My hard badge isn't showing up. I've tried restarting and everything. What gives?
Anyway, great game, one of the few worth donating for, but i'd like to see the achievements count for something (not infamy) aside from just being decorations. Like an actual ending.
So friendly fire is on. That's why when I tried to figure out how to transport troops I ended up bombing my own four star commando. Thanks for not including instructions.
Honestly, I got to the second island and just got really bored. Stuff's too expensive, the fight's are too boring, and the blacksmithing success rate is crap considering what you pay. Are you sure your name isn't Undefined?
So we have to start from scratch from the original campaign in order to get to the new content, whatever that is? And units are the same, skills are the same, talents are the same, hell, even the shitty protectopedia is the same! So what was so difficult about adding the new content as an update to Protector IV, rather than making a new game entry that effectively renders the other one obsolete?
Unfortunately, the whole 'you pick up a molotov in the toilet' aspect of the game only makes sense if you play the vet. Zombies are just communists, pleasantville is a militia training camp, etc.
Leaving aside the movement issues, it's really an impressive game all-around. Three different skill-trees for each character is great--the only improvement i'd suggest is a customizable character to take advantage of certain skill trees from certain characters--combine survivalism and battle medicine and chemist to get a Medic character, etc. Maybe customization could be unlocked if you win the game on normal?
It's a good sequel. Hard at the beginning because many of the cards from the original have been changed or nerfed. Some of them are missing too--where's Yog-Sothoth? I don't like the change to insanity; there was more strategy involved with different kinds of mental diseases helping or hindering. As you play on and get more S's it's a lot easier. Just like the last game, there's no real ending, which is a let-down...there ought to be an ultimate rank each time you manage to summon a Great Old One per level, considering how hard it is to do that currently (what are the three kinds? Cthlulhu, 1000 Woods, and what?)