First it is good to see the final release of this mod. EA owns the Forgotten much debt in term of the storyline and it is good to see someone finally filling in the blanks
Also it is heartening to see how vastly the team's modelling skill had had improved since the last mod. The new units and structures of the Forgotten look really cool and fit the faction design. The new Ion Storm and Sidewinder's Gas Sprayer ability effect also look spectacular (although the latter does tend to cause lagging a lot when triggered).All these plus an epic sound-track certainly helps in building up the atmosphere.
The storyline of the campaign is quite interesting, which is further backed up with the separate background fiction. Although I feel that the cutscenes could have used a little more work. It is not the acting, but it gets a bit tedious when you all see is Trogan just standing there briefing you over and over again through out and before each of the missions. Using real-time rendering is a good idea, though.
As for the campaign itself, the missions appear somewhat lacking in terms of design. In every mission the enemy has access to much higher tier units than you, and they don't mess around when it comes to attack. Therefore, providing that the units available to you are much inferior, it forces you to bunker down behind defenses and unable to push them back until you can spam up to 40+ War Campers or Tick Tanks. It's pretty much the same throughout the entire campaign, which causes it to eventually grow tiresome and irritating, also very time-consuming.
Gameplay-wise, the new faction also need a lot more work on the balance tweaks and some polishing. My guess is that you created the Forgotten to be a faction with weak armaments, but a strong economy and some other unique gimmicks. However it doesn't look like it's working out that well. The Forgotten units are weak - too weak, and their functionality aren't that great either. For an instance, the Forgotten has a lot of trouble dealing with aircraft. The Marauders have limited range and vision, and can't quite catch fast-moving aircraft. The War Camper's missiles' ROF is way too slow and without impressive firepower, so they are not useful unless in large group. The Slicer seem to be made of paper and is not available before T3. Jeeps just don't seem to do any damage to any units at all. The Forgotten units in general don't fare well against their counterparts in the other factions, either. There are almost no units that can withstand much damage and their firepower is mediocre in comparison to what the enemy has. Tick Tanks might be one of the few reliable vehicles the Forgotten has, but it still doesn't stand up to other MBTs unless it deploys, which takes a long time to do so, making it only useful as a mobile turret. The Long Horn has a very jerky locomotor, cannot turn its turret and isn’t really that sturdy for a T3 unit, which severely messed up its aiming, so in combat you’ll see the tank shaking its head in front of the target, and its main gun has little, if any chance of firing. Expecting to garrison infantry to help would be met with poor results, as the tank is slow and rigid, barely able to catch up with fast units and aims badly at heavier units, has a tendency to hurt friendly units in close quarter if Disc Throwers were garrisoned, plus you cannot ungarrison the troops once they are in side. All these make it very hard to use and in fact not useful at all. It would be better to maybe make it more nimble, but reduces its armor, so it would function like the GLA Battle Bus to do hit-and-run against high-priority targets.
To me, the general strategy for the Forgotten seem to be turtling behind defenses and gather up as much tiberium as you can to produce a large army in order to overrun the enemy with sheer numbers. But it doesn't turn out viable because they cannot effectively counter enemy troops or disrupt their base, and would likely lose in fighting over resources. The opponent would have little trouble teching up and easily roll over your defenses with T3 units, to which you have no effective counters, either. In short, it feels very depressive playing as the Forgotten, as you are suppressed all the time and are unable to strike back before acquiring a large force. In fact, the Forgotten feels a lot like NOD without stealth or the Avator, and with even more primitive weapons, which is just not right. Maybe you should try make it a little like the GLA in Generals. Their units are initially weak, but very mobile and will be significantly toughened once upgraded. This, when coupled with their resourcefulness, prove the GLA a deadly foe. The Forgotten at this stage has only the economy strength, but no suitable arsenal to do this. So perhaps this would be a good way to change it into.
In summary, the Forgotten MOD has many merits of its own. I can clearly see that the team has put in a lot of efforts into it. It brought in an important aspect of the Tiberium universe that was omitted by EA and tells its story beautifully. However, it is not without flaws and the multiplayer needs a lot more work to balance it out, as of the moment the new faction is far too weak to stand up against the other three, and not very enjoyable to play in skirmish either due to its faction design. But overall, this is undoubtedly a vast improvement for C&C All Stars, so I'd it's a job well done.
Edited by user
15 years ago |
Reason: Not specified