I've played every console version of EDF that has come out in North America. After EDF 5 came out, my wife started playing with me, and we've spent 157 hours on it (44% complete) since launch. For my birthday, she gave me a gift card that I used to preorder this, after some hesitation based on the previews and what I'd read about it.
Last night we played the first 5 levels of IronI've played every console version of EDF that has come out in North America. After EDF 5 came out, my wife started playing with me, and we've spent 157 hours on it (44% complete) since launch. For my birthday, she gave me a gift card that I used to preorder this, after some hesitation based on the previews and what I'd read about it.
Last night we played the first 5 levels of Iron Rain...
I had been awhile since I played Insect Armageddon, so I played it for about an hour a few weeks back to remind myself what it was like. Iron Rain is strikingly like that, so far. It's better, sure. But it really feels like EDF:IA was the starting template for this.
My observations so far:
• Nothing seems to have much weight to it – by that I mean everything so far seems to be somewhat floaty.
• Your turning speed is really, really slow, and when you aren't running it feels like you're moving through molasses.
• The weapon sounds lack oomph. The starting assault rifle feels like a popgun, and runs out of bullets crazy fast.
• The "time the 'x' button press to reload quicker" from EDF:IA is back for at least one of the weapons; the starting rocket launcher.
• I saw a ball of ants crawling around each other in midair.
• "No weapon and armor pickups" is just not EDF. You have to buy everything, including armor upgrades, and the prices scale such that you have a _lot_ of grinding ahead of you, unless later levels give more credits. Even the things you unlock after completing a mission have to be bought before you can use them. Very capitalist, and feels like they were on the edge of allowing microtransactions to speed up the process.
• The addition of support items is nice : the cost charged against you for using them is not. I don't recall the exact amounts, but it seems like tossing one of the starting grenades costs 300, and using a health kit costs 500. When a level only gives you around 2,000 credits, that's absurd and a huge disincentive toward using them.
• The camera can get caught in the scenery and in other objects. Seriously? Yes. Seriously.
• Whatever crystals you are carrying are ejected when you have to respawn, like Sonic's rings, but at least you can pick them back up. Also, you can respawn a few times without needing to be revived, which is nice. But if you run out, and the other player isn't carrying the item that can be used to revive you (at a cost deducted from the credits you earn for the level), you'll have to restart the level.
• The graphics look like crap when playing in split-screen. Jagged. Not great.
• The interface in character customization is just dumb. Don't make me scroll through 15 identical (excluding color) pairs of pants to get to the next clothing type. Subcategorize those things. Sure, having a long list looks impressive, but it's a lie and tedious to navigate.
• The strength of your enemies ramps up fast, and they quickly become bullet sponges, at least on Normal.
• Weapons aren't upgradable. That's one addition introduced in EDF 5 that we've really enjoyed, and it feels oddly missing from this. As crappy as it is when you buy it, is as crappy as it stays until you buy something else.
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I'm sure I'm forgetting something, but I've written enough. My conclusion is that this game _isn't_ EDF, except in name only. It's, at best, EDF-ish. I'm not giving up though, and I hope it grows on us over time. But I expect we will be going back to EDF 5 before long. For now I give it 5 out of 10. Very "meh".
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We spent a few more hours with it tonight, and it's slowly growing on us. However the last mission we completed, where you are first able to take down the giant spider-like walker is _rough_ if you don't have long range, hard-hitting weapons equipped. The hatch only stays open for what felt like 15 seconds at a time, and it's several minutes between each time it opens. That was a grind.… Expand