Overview: Carrier Command 2 is a fun game built by an obviously passionate team for certain types of people (milsim enjoyers, technical types with lots of time to spend) hindered by unintuitive and unpolished game design, a mistaken (at least IMHO) prioritisation of milsim "realism" over fun and misc. bugs. If it were possible to give it a mixed review, I would do so, but as I've enjoyed this game with friends and was impressed by various aspects of the game this review recommends the game. Island Tactics: No complaints here, this is a very fun and well done part of the game, enemies are varied in ability and islands can be challenging but rewarding if faced correctly, some experimentation (saving/loading) is required to figure out what units are effective at what, but its part of the learning curve. Game Speed: This game is slow, unbearably slow. It is so slow that mods such as "turbo barges" (logistics I will get to later) and "lubricant" are required to make the game playable for 2-3 hour long sessions. For perspective, an air complement containing a Bombing Manta, gunship Razorbill and recon Albatross takes about 4.5 minutes (at 1.5 minutes each) to launch and 4.5 minutes+ to land and rearm/refuel (+ as the Air Traffic Control AI is a PITA to deal with), leading to around a 15 minute round trip just to deploy 3 (of 8 potential) air assets. A similar thing with the carrier speed itself, there is usually a 15-20 minute downtime travelling between two "close" islands if you lack the appropriate carrier mods, and while the scenery is nice, I don't want to spend most of my time looking at the empty ocean. Modability: While I applaud the developers for actually going ahead with steam workshop integration, and allowing the game to be easily modable through XML (really good), mods aren't "modular" (in that mods that modify the same file need to be tediously manually merged outside of the game to work together), this is a bit of a pain point for me, even if it is one-off fix that I need to perform, tools such as diff3 (while not perfect) have provided solutions to this issue since 1979. Marketing: This game is billed as an "RTS", but isn't really so in the modern use of the term (COH, DOW, SupCom, Starcraft, C&C, etc.), this is much closer to an vehicular milsim (something like the "Silent Hunter" series of games), but none of the marketing for the game seems to reflect this. Muh Realsim: Many games, such as CDDA (Cataclysm Dark Days Ahead), suffer from "realism creep", where the developers take it upon themselves to try and squash features that they would deem "realistic" to the detriment of player freedom and convenience, its very rare that this works and benefits the game and its audience as properly balancing fun and tedium while still being true to reality is ridiculously difficult. It doesn't help that most developers have a misplaced sense of pride based off of game tedium, and often try to remove features that benefit the player the most first, and while it isn't "that bad" for CC2 just yet, a lot of the developer choices seem to border that quite a bit. Logistics: Logistics sucks, from setting waypoints on barges (which has been likened to wrangling retarded children), to having to set orders twice (once to produce, another to ship), to lacking the ability to jettison cargo or move items off ship. It seems like a very contrived "realism" choice that can be improved by replacing barges entirely and speeding up cargo transport directly to the carrier. Logistics has been reworked (there are no "warehouses" in the current version, despite what the PDA says) but is still awful. "Fuel" serves little purpose, other than as an additional island to capture and an additional logistics mechanic to worry about, its a pesky early-game blocker that is solved trivially after capturing the appropriate island (in the near future I'm surprised that they haven't miniaturised fission technology for aircraft or installed a fission reactor on the space-age mini-carrier, something that we do today with the Nimitz-class carrier). Figuring out which islands unlock which blueprints is a pain-point as well, it can be difficult to tell if attacking said island is worth it from the thumbnails alone. There are also some items (like the flare launcher) that are difficult to find logistically and are not immediately obvious in what they do (i.e. 160mm ammunition being used by the main cannon). The PDA should, but often doesn't, accurately describe the use of items. Vehicle Control: A little bit janky, with Aircraft controls having to be remapped weirdly, but overall great. I've heard good things about HOTAS/joystick support (if emulated using a virtual controller), but haven't done so myself. Vehicles are fun to use and fairly easy to fly/drive. Unit Variation: Great, there are a wide variety of armaments and different vehicles that can be refitted for different roles, very well done. Visuals: The game is beautiful, there are weather systems, waves, and the relatively minimalist style suits the game well, units have unique designs and its a pleasure to watch how each of the carrier systems interact with each other (vehicle crane, takeoffs/landings, vehicles returning to bays, etc.). Optimisation/Performance: Good, saves have small sizes in MB, netcode is surprisingly effective (even with multiple carriers and up to 8 players) and I haven't noticed any serious performance issues. Final Comments: Overall a wonderful game with a lot of effort built into it, soured by a handful of bad mechanical design choices (most of which can be fixed with mods). It might have further potential, but I have a feeling that Geometa is focusing on stormworks will only maintain serious bugs with this game. My suggestion is giving it a shot if you enjoy sim games and possibly refunding if the first 2-3 hours don't impress you.
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