42 people found this review helpful
1 person found this review funny
3
2
Recommended
0.0 hrs last two weeks / 37.5 hrs on record
Posted: 1 Jan, 2024 @ 7:20am
Updated: 22 May, 2024 @ 12:22am
Product received for free

RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Pandemic Train (PT) is an involving game that tallies with the Mixed reviews on Steam. Some features such as the strategy provided by survival mechanics, base-building and crew management are pretty good. They are joined by an interesting story, with an intriguing twist all wrapped in a robust Roguelite format that amply fits it's repetitive design.

However, RTS combat is tedious unless players sample the alternate playstyles afforded by different characters. Either way, auto-exploration allows bypassing this completely making for a solely strategy experience. Unless PT is played completely to its finish, it can feel underwhelming. Yet this makes it feel overly long and very repetitive, even with changes made at the Hub each run.

Its flawed, but with patience to get past initially lacklustre RTS combat, there is a decent strategy game waiting to be found that MAYBE of interest to some.
STATUS:
A new road-map of dynamic features to enhance the experience was announced in Nov, but won't be ready till later this year
APPEAL:
A better fit for fans of strategy and Roguelite games that won't shirk at finishing the game completely or dont mind [skipping] its RTS action
VALUE:
While content warrants the full price, those that intend to skip its RTS combat should look for a fair sale. Personally I'd wait until the update in the New Year

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More info below....

https://steamproxy.net/sharedfiles/filedetails/?id=3122794708
OBSERVATIONS:
► PREMISE embraces a fairly well-trodden survival themed story and pandemic ravaged post-apocalyptic setting. Typical survival elements are blended with base-building and crew/resource management on a train. Interacting with NPCs or RTS combat and loot scavenging happens at every map node. All these are wrapped within a ROGUELITE format.

► The CAMPAIGN of 5x runs perfectly matches the structure of the story, but feels longer than it needs to be. Each map run is divided into three acts with a possible 17x quests to discover and conclude over the course of the game. These vary from required to mundane. Anytime a run fails, the player is returned to the HUB to retry that particular chapter again.

► ROGUELITE elements include choosing a new team of soldiers, upgrading them and starting resources lessen the repetitive nature of the game generated by replaying virtually the same NODAL MAP. New mission objectives and resetting resources keep subsequent runs interest and different. At least facility upgrades on the train are kept as a starting platform.

► The NODAL MAP is traversed by the train which can only go forwards, never back. It is divided into three parts (acts) with significant fights at the end of each that require careful strategizing, for most runs. Safe-zones can possess resources to collect, and NPCs to talk to develop the story or trade with. Infected areas may have a specific trader but are have RTS combat. Side-quest(s) gained at the hub can steer players in a certain direction. The lack of resources defines the map nodes that need visiting.

► The game's STRATEGY layer of CREW and TRAIN management is involving and dynamic. Much depends on the characters chosen in the hub and nodes visited from run to run. Crew has finite action points to create the resources needed to survive. Without enough facility slots on the train, there is a cycle of dismantling and replacing facilities when the strategy demands it. Random events provide bonuses or the predicament of losing resources or crew actions. Actions cannot be queued up. The method by which new facility schematics must be obtained ties in well with the game's overall theme

► From the roster of 6x playable CHARACTERS, only two soldiers (leaders) can be chosen to undertake the next run. They are used in both the train/survival and combat elements of the game, so selection drives much of the strategy. Different weapons offer alternate playstyles in RTS combat afforded by the equipped weapon. No other leader can be summoned once a run is started, if any are killed. If both leaders die the run must be restarted.

► RTS COMBAT uses mouse-aimed ranged weapons and melee as back-up. Only one soldier is controlled at a time, though they can be switched on the fly with their own style of combat. They can crouch and use cover or dodge incoming fire. Quickslots allow the tactical use of consumables which appear gamey. At times controls can feel clunky. While combat can be formulaic with a cycle of manoeuvring, aiming and firing until the threat is eliminated. Boss fights can become frustrating as enemies charge from all sides. Using different characters can ignite more interest in combat. Inconsistencies can be experienced such as input controls not being responsive enough to collisions not being registered immediately.

https://steamproxy.net/sharedfiles/filedetails/?id=3128523409
COMPLEXITY:
🔶 ACCESSIBILITY - Short tutorial at the start shows RTS combat and base building on the train. Cant be skipped, even on a restart. While there are no complex aspects to the game, the strategy needs some forethought to get right immediately.
🔶 DIFFICULTY - There are notable differences between 3x difficulties. Both leaders dying forces the restarting from the hub. The difficulty curve is actually about the right angle of steepness.
🔶 BALANCE - Resources tend to be tight only at the start of every chapter/run. RNG can affect this quite a fair bit from run to run and from act to act. Finding the best special items can severely unbalance gameplay which explains why the resources can be quite rare at times. Easy and medium difficulties seemed to have just enough of most items.

STAYING POWER:
🟨 REPLAY VALUE - The Rogue-styled map ensures that each chapter is similar but not completely identical as alternate routes to the end of each of 3x acts can be chosen. However, differences between runs are not large enough and gameplay does begin to feel quite repetitive at times.
🟨 LONGEVITY - For a story-driven game it can be played more than once if certain achievements are missed. Though the sheer length of the game can make it feel too long and reduce interest in playing.

PRODUCTION:
🟣 QUALITY - Numerous bugs reported and responded to by the dev. A few did affect achievements. Some have been fixed. Though combat is plagued by a number of issues. The game can be completed.
🟣 STABILITY - Crashed twice on exit.
🟣 STEAM - Achievements. Cloud saving. No controller support.
🟣 OPTIMISATION - Ran at 60 FPS but gfx card ran loud at default settings. Lowest quality reduced fan noise to nominal. Some stuttering in RTS levels in some boss fights, 2nd run.

Click for:

https://steamproxy.net/sharedfiles/filedetails/?id=3122789801
GAME COMPLETED
WITH:
Build v Review Date
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD, Speedlink XEOX Pro Analog Gamepad

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4 Comments
Two Clicks 5 Jan, 2024 @ 3:22am 
It certainly wouldnt be for every gamer thats for sure. Thanks for taking a peek Preator.
Preator 5 Jan, 2024 @ 12:11am 
Looks like an interesting title 2C, you definitely did the game a solid by reviewing it so thoroughly as you always do. I can see this being a game I'd enjoy but it genuinely looks like it needs a commitment to make solid progress. Maybe something I'll look into in the future! Thanks for the hard work as always sir!
Two Clicks 1 Jan, 2024 @ 7:34am 
Needs commitment beyond the first run for sure. Defo wait for the update this year. Hopefully it will make it a more "complete" experience
Atheris 1 Jan, 2024 @ 7:33am 
Looks like a decent game, I will keep it in my wishlist.