Postby Captain Trek » Sat Apr 28, 2018 5:52 pm
Wow.
I'm actually really impressed by how far you've come, Neo. You've gone to an exceptional amount of effort refining this squad and at this point it just feels "right".
Now, obviously the biggest changes since my last review were in reducing the Frostfire Mech's movement and correspondingly increasing the Dual Mech's movement. I did try the "challenge mode" that implemented Lt. Labcoat's suggestion of having the Frostfire Mech's ice shots also deal damage, but it was just too punishing in the end, as the cross shots are often physically unable to avoid shooting a building, and the end result was pretty frustrating. The reduction to two base movement is an excellent compromise, as it too is a change that serves to reduce the mech's flexibility throughout the campaign, but in a way that feels much more natural and fair. I also appreciate that giving the Frostfire a third point of movement has now, in effect, been positioned as the "obvious" spend for the reactor core you receive from your first time pod on the first island. As I have said before, most squads possess such an option on at least one of their mechs. As for the Dual Mech, the increased movement helps to promote its function as a support unit and enables riskier plays (ever tried blocking a spawn with the Dual while it is also on fire? I have) without completely stealing the show, since the increased flexibility doesn't allow it, with its initially melee-only non-directly damaging weapons, to become OP the way it does for the Frostfire. Both these units just feel really good to play with now, as the Spitfire did already, and the squad overall I feel is powerful, but balanced.
Beyond that, most of what I said in the second paragraph of my original review still applies. I do rather like the new Coolant upgrade on the Ignition Circuit, as it helps further promote the idea that the Dual Mech's weapons are a sort of yin and yang reflection of each other and allows mech to retain its playstyle (wherein it's never going to deal direct damage) throughout the game, whereas the +2 damage upgrade idea did not. Coolant also makes for an interesting dichotomy when pitted against the Flash Freeze's Antifreeze upgrade, as you typically would neither want 'nor have enough cores to take both). Both also further reinforce the notion of everything being a double-edged sword, as running Coolant can prevent you from unfreezing the Spitfire Mech in a critical moment, just as Antifreeze can prevent you from putting yourself out when you're on fire (while also still attacking) in a critical moment.
Honestly, the Dual Mech was a stroke of genius, and one that seems to be aging like a fine wine...
Finally, of course, we have the graphical improvements, which are extremely welcome. The weapon icons have a lot more of a unique sense of personality to them now, and distracting little issues with the Frostfire's animation and the Spitfire's sprite have thankfully been rectified. There is still a discernible degree of jankiness that I feel will always exist, but the squad is in a good overall place aesthetically, and see the next paragraph.
All of which finally brings me to the thorny issue of what updated rating to give this squad now and I will freely admit that I was torn. Visually, this squad is never going to be as "slick" and near-flawless as RF1995. However, the creator of RF1995 has freely acknowledged that he lifted and modified unused assets from the game files, whereas Freezing Inferno's were cut from whole cloth and I know they took an incredible amount of work. Moreover, it could be argued this squad is now more cohesive than RF1995, as that squad's Minelayer Mech still feels (and will always feel) set apart from and a bit out of place compared to the other members of the squad, whereas the members of Freezing Inferno all work beautifully together.
Ultimately, though, as with my original rating, I simply cannot ignore the sheer amount of passion - the overwhelming heart and soul that was poured into this squad. Yes, the sprites and animations are a little choppier than RF1995's, but now that their most glaring issues have been corrected it can easily be argued that this only serves to lend the squad a unique, slightly awkward charm. I have decided this awkward charm fits with the underlying nature of the squad, existing as it does at the awkward intersection of fire and ice, with awkward-looking mechs sporting awkward-to-use but fantastic abilities.
As such, my final, updated rating for this squad is an A+. Just as with RF1995, this squad is now in a position where I firmly believe everyone should try playing it at least once. A squad that's had this much work put into perfecting it deserves nothing less.
Bloody well done, mate. Bloody well done.