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Combat Specialists has potential, but feels unpolished
Seeric- 07/12/2012 09:33 PM
Combat Specialists presents some interesting ideas, but it lacks polish. Although the current demo is only a half hour long, it is plagued by an excessive number of spelling and grammatical errors, some of which are minor, such as mixing up “it’s” and “its”, but more significant errors, such as a door being “ceiled shut” and the phrase “we’re are”, are also common. The lack of both a healing spell and an inn is quickly felt as enemies hit hard and spells cost large amounts of MP, meaning players will likely spend a significant portion of the demo simply grinding for money to buy consumables for the boss fight at the end. However, this issue leads to a larger, overarching problem with Combat Specialists – it feels tedious.
In its current form, Combat Specialists suffers from poor pacing more than anything else. The game opens with white text on a black background giving the basic setting, but the names of so many different factions and organizations are given that it quickly becomes nearly impossible to remember them. Next, the game jumps into a lengthy cutscene, but even after this cutscene ends the player still does not gain control as a tutorial, which has text which is hard to read, pops up explaining the controls and the player seems to be forced to wait for it to fade away on its own; it takes about six or seven minutes total before the player actually gains control. Once control is actually granted, the majority of the game takes place in a rather bland mine, the only exception being the first screen immediately outside the mine where players can buy consumables and a nice sword from a merchant and talk to some NPC’s, and most of the time spent in this mine will consist of running back and forth between the first three rooms to flip switches in a specific order to open a door. Although the mine has a nice ‘haunted’ effect which has ghosts appearing and disappearing, touching any of these ghosts does nothing and instead most battles are completely random. Many basic elements also just feel slow, such as movement speed even while running, the time it takes to open a treasure chest, and the significant amount of steps a player can take before actually getting into a random battle.
Combat itself is a bit of a mixed bag as well. Needing to rely upon consumables for healing is on its own not necessarily a bad concept, but even the weakest of enemies hits for nearly as much damage as a normal potion can heal and most spells cost 100 MP while a Mana Liquid only restores 300 MP; since most fights only reward about 50-80 gold and both Mana Liquids and High Potions cost 150 while the only equipment upgrade costs 1200, grinding for money quickly feels like a chore. Each character has a bar which fills up upon dealing and receiving damage and, similar to a Limit Break, grants access to a very powerful attack once it’s full, but a steep cost of 500 MP means the only worthwhile time to actually use these attacks is during a boss fight. While there are some interesting spells, such as the ability to scan an enemy and another which always steals a normal potion from an enemy, these are both tied to the same character while the four abilities the other party member possessed by the end of the demo were purely offensive in nature, three of which were fire-based. Despite having an ATB system, combat feels sluggish as enemies won’t attack while a character’s turn is up, all spells have a cast time, and the normal attack animation for either party member takes about two or three seconds, which becomes quite noticeable as the ATB bars stop filling while an attack is going off. Although combat has some significant issues at this point, there are still some enjoyable aspects, such as spells being interruptible if a character gets hit hard while casting and the demo contains an enemy type which is significantly less common than other types, but also stronger and more rewarding, so the potential for more rare spawn minibosses is an appealing one.
There are, of course, also some aspects of Combat Specialists which are simply good. While the setting of a mine was probably a poor choice for a demo, the aesthetics are great overall. The graphics come from a wide variety of sources, but fit together nicely and battle animations, with the exception of the rather stiff normal attacks, look great; enemies even animate differently when they are low on health or when they are in the middle of casting spells. The music and sound effects also come from various sources, and many of them are probably recognizable, but they consistently feel like appropriate compliments to the segments in which they are used. Somewhat surprisingly, even though the demo does a poor job of introducing the game’s world as a whole, it does a significantly better job in terms of introducing the protagonists, Dorius and Moriaty, of just what their job as ‘combat specialists’ entails, and of introducing a character who will likely be the main antagonist. Not to mention, even though the concept of ‘super soldiers with magical abilities’ is not a particularly unique one, it’s still usually a rather enjoyable one.
In the end, Combat Specialists is a game which has the potential to be great when it is fully released, especially if all of the planned systems not yet in the demo are implemented well, but only if a significantly greater amount of care and attention to detail are given to it in the future.
In its current form, Combat Specialists suffers from poor pacing more than anything else. The game opens with white text on a black background giving the basic setting, but the names of so many different factions and organizations are given that it quickly becomes nearly impossible to remember them. Next, the game jumps into a lengthy cutscene, but even after this cutscene ends the player still does not gain control as a tutorial, which has text which is hard to read, pops up explaining the controls and the player seems to be forced to wait for it to fade away on its own; it takes about six or seven minutes total before the player actually gains control. Once control is actually granted, the majority of the game takes place in a rather bland mine, the only exception being the first screen immediately outside the mine where players can buy consumables and a nice sword from a merchant and talk to some NPC’s, and most of the time spent in this mine will consist of running back and forth between the first three rooms to flip switches in a specific order to open a door. Although the mine has a nice ‘haunted’ effect which has ghosts appearing and disappearing, touching any of these ghosts does nothing and instead most battles are completely random. Many basic elements also just feel slow, such as movement speed even while running, the time it takes to open a treasure chest, and the significant amount of steps a player can take before actually getting into a random battle.
Combat itself is a bit of a mixed bag as well. Needing to rely upon consumables for healing is on its own not necessarily a bad concept, but even the weakest of enemies hits for nearly as much damage as a normal potion can heal and most spells cost 100 MP while a Mana Liquid only restores 300 MP; since most fights only reward about 50-80 gold and both Mana Liquids and High Potions cost 150 while the only equipment upgrade costs 1200, grinding for money quickly feels like a chore. Each character has a bar which fills up upon dealing and receiving damage and, similar to a Limit Break, grants access to a very powerful attack once it’s full, but a steep cost of 500 MP means the only worthwhile time to actually use these attacks is during a boss fight. While there are some interesting spells, such as the ability to scan an enemy and another which always steals a normal potion from an enemy, these are both tied to the same character while the four abilities the other party member possessed by the end of the demo were purely offensive in nature, three of which were fire-based. Despite having an ATB system, combat feels sluggish as enemies won’t attack while a character’s turn is up, all spells have a cast time, and the normal attack animation for either party member takes about two or three seconds, which becomes quite noticeable as the ATB bars stop filling while an attack is going off. Although combat has some significant issues at this point, there are still some enjoyable aspects, such as spells being interruptible if a character gets hit hard while casting and the demo contains an enemy type which is significantly less common than other types, but also stronger and more rewarding, so the potential for more rare spawn minibosses is an appealing one.
There are, of course, also some aspects of Combat Specialists which are simply good. While the setting of a mine was probably a poor choice for a demo, the aesthetics are great overall. The graphics come from a wide variety of sources, but fit together nicely and battle animations, with the exception of the rather stiff normal attacks, look great; enemies even animate differently when they are low on health or when they are in the middle of casting spells. The music and sound effects also come from various sources, and many of them are probably recognizable, but they consistently feel like appropriate compliments to the segments in which they are used. Somewhat surprisingly, even though the demo does a poor job of introducing the game’s world as a whole, it does a significantly better job in terms of introducing the protagonists, Dorius and Moriaty, of just what their job as ‘combat specialists’ entails, and of introducing a character who will likely be the main antagonist. Not to mention, even though the concept of ‘super soldiers with magical abilities’ is not a particularly unique one, it’s still usually a rather enjoyable one.
In the end, Combat Specialists is a game which has the potential to be great when it is fully released, especially if all of the planned systems not yet in the demo are implemented well, but only if a significantly greater amount of care and attention to detail are given to it in the future.

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Exactly what I thought of the demo release. Thanks for the review, there was a lot of rush for release due to the fact that I wanted to release it in time for the NaGaDemo drive. If it wasn't for that then a lot of alpha testing and revamping wouldn't have gone into the demo release. Anyways I'm glad you played the game, it means a lot. The next updated demo release, if I get round to doing one should resolve some of these problems. However, the reason why the game is like that for the mana system and limit break is because it largely rely's on rational thinking and a challenging battle experience for the player who has to think battle's ahead too. I want to see what players think of how the difficulty and balance is set out before making changes and what not.
Some qualms I do have with your review are the comments about the grammar errors in the game. I don't think "It's ceiled shut" is a genuine mistake. I know I can use "Its" or it would be more appropriate but it is still grammatically correct the way I see it because it's an alternative to saying "It is ceiled shut" which is much more clear. And "we're" is just the same as an alternative to "we are". I'm trying or rather "I am trying" to get the characters to speak in a more realistic dialect rather than use full words all the time because realistically people don't talk like that anyway and people use short phrases and what not during speaking. Also, I don't recall that many excessive grammar mistakes being made as you put it. I know I didn't do thorough Alpha tests on the game before release but it was thorough enough to go through some of the more complex dialogue used. From what I found there should be pretty much hardly any grammar mistakes in the game apart from the "ceil" rather it should be "seal". If you could be more specific then please contact me. I know you might not like the way the dialogue is presented but personally I don't think it means it has to be a grammar error, or rather I do not think it means it has to be grammar error just something more personal because you may not like words being spoken in contractions where as I believe words spoken in contractions are more natural and realistic emphasizing how real people would speak.
Some qualms I do have with your review are the comments about the grammar errors in the game. I don't think "It's ceiled shut" is a genuine mistake. I know I can use "Its" or it would be more appropriate but it is still grammatically correct the way I see it because it's an alternative to saying "It is ceiled shut" which is much more clear. And "we're" is just the same as an alternative to "we are". I'm trying or rather "I am trying" to get the characters to speak in a more realistic dialect rather than use full words all the time because realistically people don't talk like that anyway and people use short phrases and what not during speaking. Also, I don't recall that many excessive grammar mistakes being made as you put it. I know I didn't do thorough Alpha tests on the game before release but it was thorough enough to go through some of the more complex dialogue used. From what I found there should be pretty much hardly any grammar mistakes in the game apart from the "ceil" rather it should be "seal". If you could be more specific then please contact me. I know you might not like the way the dialogue is presented but personally I don't think it means it has to be a grammar error, or rather I do not think it means it has to be grammar error just something more personal because you may not like words being spoken in contractions where as I believe words spoken in contractions are more natural and realistic emphasizing how real people would speak.
Thanks for responding to my review (and sorry if I came off as overly-harsh on the grammar), but just to be clear, I didn't have a problem with "we're" since I agree contractions sound more natural. The phrase in question was "we're are", which would mean "we are are" and the complete sentence is "We're are counting on you guys..." and is said by a random NPC shortly before Dorias and Moriaty go into the mine.
As for its/it's, I meant sometimes it's (contraction form for 'it is') is used when its (possessive form without the apostrophe) would be correct and vice versa. However, as I mentioned in the review, it's a common grammatical error which is easy to make and isn't really a big deal.
There were also a few oddly-placed apostrophes in other parts of the cutscene where the crowd is outside of the mine at the beginning, such as when an NPC says "Yeah, we have right's" even though 'rights' shouldn't have an apostrophe because it is neither possessive nor a contraction.
As for its/it's, I meant sometimes it's (contraction form for 'it is') is used when its (possessive form without the apostrophe) would be correct and vice versa. However, as I mentioned in the review, it's a common grammatical error which is easy to make and isn't really a big deal.
There were also a few oddly-placed apostrophes in other parts of the cutscene where the crowd is outside of the mine at the beginning, such as when an NPC says "Yeah, we have right's" even though 'rights' shouldn't have an apostrophe because it is neither possessive nor a contraction.
No problem, loved your honesty and now I know what I need to look into now, you've been very helpful and again much gratitude for taking your time to play through it.
I liked the challenge of the enemies hitting hard. That's why I didn't state it in my review, but Seeric is right about the limitation of items and how much they recover compared to how much things cost. That did become rather annoying, but still I felt the challenge was well worth it.
I didn't mean to miss that in my review sorry.
I didn't mean to miss that in my review sorry.
I agree that the high damage added a nice sense of challenge. I think turning one of the NPC's outside the mine into some sort of healer which can serve as an inn either for free or a very low price would help a lot, since then you wouldn't need to use up consumables at nearly the same rate you can buy them at.
Increasing the gold/exp rewards per fight and/or even just making random encounters more frequent would also go a long way towards making level and gold grinding more enjoyable.
Increasing the gold/exp rewards per fight and/or even just making random encounters more frequent would also go a long way towards making level and gold grinding more enjoyable.
I'm not going to add that merely for these reasons. Considering it's only a demo I don't want it to be easy to complete the demo release. Also, I don't see the point because missions are meant to be restricted. The game isn't meant to be an easy hack and slash game during battles. It requires thought in battle and thought ahead. Also for experts I reckon you could complete the demo even without the shop outside for purchasing healing Items. I found the demo release rather easy with access to the merchants goods outside. The amount of gold isn't tremendous but by the time you get near the boss, you should have enough gold to buy a few restoration items that will be useful for the boss. The hardest thing about the demo was the boss which because the characters lack healing abilities require enough Items to defeat him or either get lucky after a few tries and luckily get some special attacks in. Also the amount of Items is scarce for a reason, I've actually created 5 tiers of generic Potions, which means there are about 10 Potions altogether which do different things and cost various amounts depending on their use. Because this is a demo, it doesn't include all the Items. The more money a Combat Specialist has, the more expensive goods they can purchase for a mission.
Basically there will be a lot of missions where you won't have access to Inn's or healing points as you would put it. Some missions are in Towns/Cities so yes you can rest there then. Others will even require exploration and others are not so much. Some missions won't even give you access to a merchant or shop so you just need to adapt to the situation and yes you can probably get stuck if you are not prepared but I am going to always try and put ways of getting round that situation for the player for example the case of a merchant outside the mine and probably some chests/healing items scattered around, some NPC's may even give you them for free if there are no shops to assist with the mission in hand etc. Hopefully the full release will be much more cleaner and better to your liking. I agree with what needs looking into but the major concern was the spelling as all this can be easily solved for the full release where there's more Items/Missions/Quests/Extra Features to keep player entertained. Thanks for the help and feedback, much appreciated.
Basically there will be a lot of missions where you won't have access to Inn's or healing points as you would put it. Some missions are in Towns/Cities so yes you can rest there then. Others will even require exploration and others are not so much. Some missions won't even give you access to a merchant or shop so you just need to adapt to the situation and yes you can probably get stuck if you are not prepared but I am going to always try and put ways of getting round that situation for the player for example the case of a merchant outside the mine and probably some chests/healing items scattered around, some NPC's may even give you them for free if there are no shops to assist with the mission in hand etc. Hopefully the full release will be much more cleaner and better to your liking. I agree with what needs looking into but the major concern was the spelling as all this can be easily solved for the full release where there's more Items/Missions/Quests/Extra Features to keep player entertained. Thanks for the help and feedback, much appreciated.
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