I want to make very clear that this is an EA game and as such, lots of what is in this review could change. I played PPR through a good amount of the story and have stopped as I don't want to continue with it in it's current state, and would rather save the experience for later. I have marked the review as negative because I honestly do not think the game is very enjoyable yet, and there are some huge issues that need to be rectified before it can be. That being said, it is EA and this should all be taken with a grain of salt. I will jump right to the chase, PPR is not cruelty squad, except in all of the ways that it is, and in all of those ways, the game sort of defies its own existence. That sounds a bit existential, so let me explain. These games have utterly idiotic, stupid, dumb-as-a-box-of-rocks AI. Cruelty squad's fun never came from the enemies being smart or tactical, rather it was the fantastic level design that made up for this shortcoming. Doom leveraged this too, the enemy AI was super basic, it was the positioning of foes with triggers and murder closets that made the original doom's combat so fun. Cruelty squad's foes had a very simple prerogative, get in range, and shoot you. If they could shoot you, they stopped and did so, otherwise they charged. This logic applied to literally every single foe in the game with very little deviation. This AI would be completely uninteresting to battle with except that the maps of CS are designed to put these foes in interesting places, if you want a foe to be a sniper, give him no path to charge the player. Hide enemies behind things, mix enemies with different weapons and armor and abilities to create dynamic situations out of very simple foes. It's basically doom enemy logic, but even SIMPLER. With that in mind, you can pretty quickly realize that cruelty squad is not so much a battle against foes, but a battle against the map itself. The maps in CS are fantastically designed to funnel, direct, and obstacle the player with these dimwitted foes in a way that makes them interesting. So, what about PPR? Well.. that's the issue, the enemies still act EXACTLY the same way, but the levels are designed to fit a congruent narrative and setting, not as intricate puzzles that leverages dumb enemies in creative ways. So many encounters in this game consist of making noise, having 12 enemies conga out of a hallway or door at you, and then you either smoke them or die instantly in the hail of friendly fire they put out. It's just not very fun or interesting. The open areas of PPR are simply not fun. They feel intensely dead as of now, with huge swaths made up to allow mech use and confined areas to force the other half of the gameplay as well. Mechs as a concept really seem to hamper the game, it doesn't adapt areas to them particularly well and the large zones made for them basically have to be devoid of interesting things because the mechs need very specifically designed areas to work. This leads to huge swaths of "Dead space". These two issues sort of highlight an overarching issue with PPR, the game isn't really designed for itself. No, it's not cruelty squad, but it was made by the guy who made amazing, detailed, play-it 20 times maps in cruelty squad, using many of the basic designs from cruelty squad, and the combo of the mechs and the open world forcing certain map design choices has essentially forced an omission of his strongest ability, making incredible maps. These are the biggest flaws, but there are a ton of other little nuanced things that make the game sort of miserable to play. Every quest is a side quest, so your main objective and identity are essentially garbage. The talking system only has 2 "Charisma" parts to it, you can bribe people, or you can avoid saying certain things by not selecting options that might tick them off. This system is ABHORRENTLY bad, and you are required to play ball with it to progress but nothing really feels linked and there doesn't really feel like there's much choice to be made. Alternate paths cannot be presented to goals because you rarely know what your goal in an area actually is. An example, at one point you are given the "Option" of working with a crime syndicate to move forward in the "Story". You, as a cop, cannot find the info you seek in any other way than by accepting this job and playing to your "Character's" desires (Oh, right, probably should mention this is more of a fallout 4 style RPG where you play a preset character with his own ideas and goals, not a "Pick your path" one). I have been a bit harsh on the game so far, so I let me say what I do enjoy. The visceral combat (In terms of health, damage, and armor) is more interesting by far than CS was. Choosing to fight is a much more intimate, scary thing than it was in cruelty squad, which is fitting for a game where you aren't necessarily supposed to solve everything with violence. The guns, gadgets, and alternate fire modes all feel pretty good and do present some interesting alternate paths to objectives (Though often it really feels like you need 1 specific gadget to proceed in certain places, which sort of defeats the point). The dialogue is well written and the characters are fairly interesting. The game also does a very good job of parodying Europe as CS parodied the USA, the things the government funds and takes seriously in PPR are so insignificant and unsolvable and the methods are so snobby, while actual issues with reasonably simple solutions go on all around and remain untackled. It's a good parody of a different set of problems than CS was mocking and I appreciate that. I wanted to like this game, I really really did, and I very well may at some point in the future! But as it stands now, I am just not having fun, and not being gripped. The combat is boring, the story is on-the-rails and for a game where violence isn't supposed to be the first answer, the other options aren't particularly interesting. The mechs are a weird addition that really feel out of place, and do a grand job of gutting level design. I know the rule of reviews is "This isn't cruelty squad!" and that is fair. But it's also fair to point out that Cruelty squad exhibited strengths of this dev that simply cannot be used here. The lore of this world is very interesting, and with CS's levels it was enough to be something incredible. Levels that worked with goomba-level enemies and allowed players to experiment with a myriad of augmentations that all felt like they were rewarded for using them in every single level. But that's just not a thing in PPR yet. The levels are governed by the requirements of being an open world for mechs with zones that may share 3 or 4 missions. Without the levels to make the enemies feel good or to reward different playstyles effectively, there really just isn't much to enjoy about the game yet. The simple systems that worked so well have been tossed out to make room for a few new systems (Talking interactions, mechs) that themselves are too shallow and uninteresting to make up the difference.
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