Hookay, TOB is on board (though described as an 'expansion', happily did not require TNO preinstall), had a quick look at the opening cut scenes, will get started on the wet work later.
I played about ~20 minutes into TOB, which took me straight into a pitched gunfight vs. a hive of borg-nazis (I lost).
Stylistically it's got a retro vibe that recalls both RtCW and SoF, as well as Rage. I can't say I find it objectionable so much as a bit jarring, considering it was released in 2015.
The game is shaping up to have enough awesomeness to paper over the meh sloggy bits, namely the robocop-borg-nazi prison guards. Seriously spooky ruined, nazi-infested castle (also rats).
Let us know how it compares to the New Order. Even though TNO is set after TOB but released before it, I wonder if there are any extra innovations or UI differences that will make it feel any clunkier for you.
It started out very clunky but improved. The zombie/horror aspect is not so thrilling in the NPCs as it is in the environment, I have yet to set an eye on a recognizable zombie, they're mostly bog-standard nazis in full battle regalia and face masks, but with blue lights on their chests, which does make 'em easier to spot. Still there's a ways to go so maybe things will get more interesting. The mechanical monsters are, if anything, less interesting.
9-hours of gameplay in, I finally hit da zombies. One cool thing is the zombie-nazis attack normal nazis, the uncool thing is the normal nazis then are then turned into zombie nazis. :-/
10-hours (total), a boring boss fight, bada bing, bada boom it's done. Now it feels like an expansion pack. Oh well, worth the price of admission, if only just.
What's next then? You going to try The New Order?
Yep. Trying to decide if TOB is worth keeping onboard for a replay, now that I know the ropes.
Not that I want to hijack this thread, but I've been playing a bit more of FC5 and am enjoying it, not too engrossed in the story as yet as I've been wanting to get more perk points to level up a bit first. I'm not a fan of the hired guns that pop up from time to time and follow you around. I like to take all the glory for blasting red necks and I don't want to keep checking on them to make sure they've either stayed put or not run into the base alterting all the bad guys. Is there any reason to strive to keep them alive in firefights, do they become part of the story, or are they just there as cannon fodder?
I like the FC arcade, some of the set pieces in there are really nice. Went into an assault map, which was an easy shooting gallery set in a crumbling space station, then went through some double doors into what I thought was another section to then stumble out into the 'real world' eyes adjusting from the interior dark to the warm glow of the sythenised sunlight as I realised it was some dodgy stage set in an undergrond bunker. (dance)