This proved to be the right call, since Post Scriptum’s primary mode is a single capture-point game that’s dominated by tunnel vision.īecause objectives must be captured one at time, with occupied control points permanently changing ownership once captured, the prevailing tactic is an all-out blitz. On more than one occasion, when acting as a subordinate, my commanding officer ordered that we simply ignore enemies firing at us from inside these hedgerows, since tracking them down was a laborious waste of time. While these maps may be a faithful recreation of the Netherlands in the 1940s they make an abysmal arena when it comes to video game firefights. I had few issues tracking down enemies in Squad’s comparatively barren forests and deserts, but the unending labyrinth of tall hedgerows that abound in all of Post Scriptum’s maps make the prospect of traveling between control points a straight-up nightmare. The other major detractor from team play – and gameplay in general – is the setting. I ended up defaulting to the immersion-breaking real-time map to orientate myself, which meant that something as frequently necessary as calling out enemy locations brought the action to a grinding halt. The compass and its situational usability are realistic, but the tradeoffs in terms of gameplay are huge. The markings on this era-appropriate antique are microscopic and, most annoyingly, affected by the surrounding light to the point of total illegibility at night. In Post Scriptum, that’s been replaced with a clumsy in-world compass your character holds in his hand and cannot be used on the run. Its predecessor, Squad (from partner studio Offworld Industries) is miles ahead in this department thanks to a HUD-integrated compass which makes it easy to instinctively call out the direction of incoming fire. Medics are the glue that binds sections together, but another crucial function of a squad – identifying enemies and relaying their direction to your squadmates – is much harder than it should be.
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