
Flotilla 2 is a VR tactical game about big battleships in outer space.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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For me this is both a step down from the previous game and doesn't make good use of VR. There's no campaign, just lots of individual preset missions you can choose from. There are a LOT of missions (100 I think) but the previous game had a campaign to link the fights together and made you more attached to your ships as they had to survive between fights. The controls aren't clear - maybe there was a tutorial I missed but it looks like to give movement orders you click or hold (it doesn't seem consistent EDIT2: was a bug which occurred when using a Rift, now fixed) but all ships must target the same enemy per turn, at least that's what it looks like when you click an enemy. I can't even find a way to leave a mission except by winning or losing it. There doesn't appear to be any options menu or in-combat menu in the game. EDIT2: There's also no manual to explain how to play or what each ship type does. The use of VR controllers makes it easier to position and orient your ships which is good. You don't appear to be able to scale the game world and it's too 'zoomed in' for my liking. I'd like to be able to see and reach more of the map without panning around a lot (squeeze a grip button to pan/drag), and ideally the player should be able to scale up and down to suit the situation. Some missions start with your viewpoint clipping inside an obstacle in the play area. There's a severe vignette when panning which was just unhelpful as it prevents you seeing the play area - I couldn't find a way to turn it off. EDIT2: the dev has added a command line option to turn the vignette off. The game needlessly requires a 360 degree setup in the mission select area, making it harder for Rift users with front facing setups. You pick up a 'level' cartridge and place it in a slot behind you which could just have easily been in front of you. I'm disappointed as the first Flotilla was an unusual but interesting and unique game. This unfortunately feels like a stripped down, poorly implemented VR port of that. EDIT1: I first played on the Rift - having tried the game on the Vive it looks like it doesn't work properly on the Rift. The controls work consistently on the Vive (click to select ship, click to move, click to orient) and special actions for the ships appear, which I didn't see the first time I played. The special actions for the ships are things like flank speed, rapid fire, etc.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 31 reviews with recorded playtime.
If you played the first Flotilla and really enjoyed the combat mechanics this will totally be your jam. This is Flotilla, sans fleetbuilding and campaign. Instead we are presented with a good selection of pre-made scenarios and a scenario editor. Being in VR adds a new dimension to this game and as a package it works really well. The mechanics are so simple to pick up that the game only needs one controller with one button to play and literally being able to walk through the combat area provides a whole new level of situational awareness. If you're looking for story or some of the classic Blendo Games worldbuilding they've been come to be known for, you won't find much of it here. However, you will find a simple to learn yet complex to master tactical space combat simulator set to classical piano music. If that's your speed, you need to pick this up. I have, and I haven't regretted it for one second!
I see a lot of potential in this game honestly. It really does give you the Ender's Game-type of feeling I was hoping for but it feels really empty right now in terms of content. It has a lot of pre-made missions but it gets old after probably the 10th. When and if workshop creators get on this game, then it will worth the price they are asking.
Voting this down as I did not like the VR implementation, though it might be OK if it were not VR. There are issues with the mission selection menu having strange cartridges you have to reach for, and you need to insert them in a system behind you to play. This is cumbersome. There are limitations to movement while in-game that make it very difficult, requiring you to always physically face in the direction you are making strategic moves without turning the camera perspective. Otherwise, it has similar simplified game mechanics as the first Flotilla, so if you liked the first one and don't mind some VR limitations, this is fine.
[h1]Floats My Missile Boat[/h1] [url=http://store.steampowered.com/curator/32296668-Casual-Game-Reviews/] More reviews on our Curator Page[/url] Flotilla is quite beloved on Steam. An utterly solid, understated turn-based strategy game with whimsical story encounters and accessible but challenging combat set to classical music. It was utterly unique. Utterly Blendo. Flotilla 2 brings back that unique dance of ships with its one rule 'HIT THE REAR OR THE BOTTOM' to damage, in a very VR way and benefits massively from it. For fans crying out for a non-VR Flotilla 2, I don't think you'd want this. It's very much a VR interpretation of Flotilla à la Doom VFR (and the other Bethesda VR experiences) through and through. It ditches the adventure mode with its randomised narrative encounters involving space cats, as well as upgrades, loot, fleet management, etc. This is the base combat experience via designed scenarios made VR and that's great. Whilst I'm sure there could have been a way to make a roguelike adventure mode more instantly compelling for VR, it feels fine to be rid of it. The conceit instead is that you're doing VR scenarios within the Flotilla universe. There's something so confident about spawning you in a room with 100 level cartridges, a console to boot them up in and a virtual headset to put on. That setup is something that worked well for Superhot VR and it does here too. It could have done well to follow Superhot VR's lead, though, and add some of that missing in action character into that blank white room. It's the same understated Flotilla, but I don't think a full-scale space cat would have gone amiss. Instead, a massive instruction on the wall to 'use one controller' looms large. When you can freely interchangeably use your hands (not between actions, mind), I don't know why this was so pressing. The major gain from VR is in the controls and perspective. Where once you had to laboriously adjust vertical and lateral movement and orientation individually one by one, now you can select, drag and physically orient a ship all at once in a single movement. It's delightfully intuitive and feels like the perfect realisation of the original Flotilla's focus on 3D movement. Then, when you trigger the action, VR lets you freely shift and get the perfect look as close or as far as you want. Ships don't need to be commanded to fire or given a priority target, they'll do so passively when you get them into range. It may sound like motion control casualisation, but I think it's actually just being free of restrictive controls that didn't do the concept justice originally. BIG TIPS HERE. Brendan Chung has created a wonderfully done PDF manual for the game that I found on Twitter. Why some of the information present isn't made immediately apparent in-game, I really don't know. If it's a push to bring back the physical manual conventions of long ago over tutorials in-game, it's going largely unnoticed I think. Vital things like being able to back out to level select by holding the trigger and simulating taking your virtual headset off (neat but not obvious), cancelling special orders or orders via holding the menu button, what the supply crates do when you collect them (charge your special abilities and show enemy ghosts for next turn) and the controls of the level create mode are all not made clear in-game. Additionally, for those of us who don't get VR sickness, a setting in-game to get rid of the occlusion cone when you shift around rather than having to add '-cameracone false' to the game's command-line parameters would have been preferable. That level select room, oppressively empty as it might be, still works well. I love the physical ritual of taking a scenario cartridge from a shelf and inserting it into the console. It can be annoying when you want to be seated for actual play to then have to go out of your way to pick up a cartridge. Thankfully, by using the added 'reset position' on the grips, you can centre yourself such that you can easily reach cartridges, insert them, and put on the headset seated. It helps not to interrupt the flow so much. Perhaps my favourite detail is simply how the zero gravity will make all the levels you've completed and removed from the console float away like an explosion of success. Scenarios open with a Bach little prelude numbers 1-3 with a hand-designed level of environmental complications in space junk, mines, space anomalies and death balls alongside your various classes of ships - which could be anything from a single ship to a flotilla (namesake!). You use your sonar, drag yourself around the space, assess what you have at your disposal and the threat, and make your move. An ability to rotate the space might have been welcome, but it's not often an issue. Scenarios usually play on iterative cadences of an environmental obstacle being between your two flotillas or combinations of ships that would be interesting - like making you play hide and seek around obstacles with the smallest Missile Boats against the largest anti-material particle cannon spewing Superheavy Platforms. It's called Flotilla, so small skirmishes is literally the name of the game. Whilst I would have loved some larger battles, the limited number of ships allows for less stop and start gameplay that would have got particularly tiresome in VR. The unique spin Flotilla throws on its genre is the need for all its projectile missile-based ships to hit each other in the lightly-armoured orange and grey pattern marked bottom and rear areas to score any damage at all. All hits otherwise show off the wonderful individually rendered missiles bounce helplessly off armour in a semi-comedic manner. The only exceptions to this are the Beam Battleship with its low travel and short range, Superheavy Platforms which throw out lasers unimpeded by range, but can travel only very small distances and can't freely pivot like the rest without the use of a special ability, and perhaps the most interesting, the Heavy Tug - which can ram and tractor beam ships to use environmental hazards against them. The classes have a great balance overall, but I wish there was some more creativity seen so wonderfully in the Heavy Tug. Each class has special orders in the form of various arnaments and manoeuvres with move cooldowns that can be equipped by inserting your controller into floating cartridges. It's ultra-intuitive and has great variation in everything from teleporting, locked-on missiles, a ship-disabling kinetic bomb and the aforementioned Heavy Tug's stand-outs. It also helps to balance out the large ships' raw power by saddling them with simple manoeuvring orders, in pivots and fast pivots and empowering the small with powerful offensive options so they can hold their own. Disabling ships (for one turn) is a very valid strategy, either by using the environment or even kamikaze collisions. It can be crucial to taking out the more devastating classes before they ravage your forces. This one rule makes for a glorious dance of ships to watch, whilst Raindrop Prelude Op. 28 No.15 by Chobin lends to evoke 2001: A Space Odyssey. It could have used perhaps a bit more variation music-wise, but their renditions that are there are certainly great. It's an ultra relaxing experience of all things and sets itself massively apart from its great swathes of high octane or otherwise awe-driven VR compatriots. You lie back, relax, and take in the refreshing noiseless presentation, the bell dings of shots on-target, and the Blendo whimsy of a chorus of cheering or 'awws' upon success or failure. [b]Review continues in comments...[/b]
I'd gladly give this a positive review if a few things were fixed. I like the concept of positioning spaceships to protect weak points, and when the game works it's fun. Unfortunately, it sometimes doesn't. The game was built with room-scale in mind, so your ships will always start off near you. However, your ships can be blasted out of range, putting them through your wall and impossible to command. You can adjust your view vertically, but, bizarrely, not horizontally. So that's a dead run. But you can't leave the mission, because there's no pause screen. So... Exit VR I guess. Game says no. A few other questionable choices are: Ship ability buttons can be similarly placed inside your walls even if the ship itself isn't. Adjusting your view vertically hides entities that aren't directly in your eye-line (not great for when you're TRYING to get a better view) Touching (not pressing) the Index controller counting as an input, making managing abilities difficult. ... Minor-key classical music during space battles. I would've gone with something a little less dirge-y, but that's just me.
Seems like a good concept that fits VR well and can be fun, however unfortunately it appears minimal effort was put into development. The good: -Can be quite fun, the gameplay fits VR very well. -quite intuitive to just use your controller to adjust ship position in 3D as if you were placing toys -No alternative in this VR niche that I am aware of -Menu is nice and tactile The bad: -You can't move sideways in the map/main menu only up and down. If some button / ship / menu item happens to be outside your available play area, your only options are to recenter your play area in the steam options or move some furniture around. -No tutorial -Does not look nice. I do not understand why space is brown for example. However to be fair it looks a lot better in VR than on a flat screen, so this ends up being only a minor issue.
For me it's a step up over Flotilla 1, yeah you loose the FTL-like narrative, but you get many new types of ships, with abilities etc. Overall it's way more tactical than the first one (granted I played <1 hour for now). Pros : It works waaayyyy better in VR, in fact this type of games (like Lazerbait) is absolutely perfect for VR. Well priced (for the content). I feel it could have been priced higher with more content or a more polished interface, but : Workshop support, yay ! Classical music in spaaaaceeee. Cons : It feels a little like a demo I guess ? I mean there is a hundred levels, so at least 5h of gameplay, probably 8. And it feels like the kind of game you launch once in a while and play a level at random. But the interface/polish feels a bit demo-y. Multiplayer would have been cool (even asynchronous!) But I understand it's hard to implement. Overall, if you got a vive or rift and like space or tactical games, buy it !
Really enjoying it so far. Bite sized battles that force you to think spatially in a way that I'm not used to in tactics games. It's so satisfying to watch a battle play out around you.
Eh, feels like a good start but abandoned :( Visuals are great and a good throw-back to Homeworld. Ship positioning is good and intuitive but selecting special abilities feels odd. Camera control bad to non-existing: you can only move up or down or wonky-teleport, making it impossible to play in standing area only. For example, some ships got catapulted *really* far away, probably due to a physics bug, and I was unable to reach them because they were located past the walls of my room. There is also no menu or options to leave a mission. I don't get it, the VR controllers have a dozen buttons or so on them and displaying a menu on top of them is de-facto standard. This would solve all issues. There are a 100 missions in this game and they seem well designed. However, this is more of a tactical puzzle game with only 2-5 ships per side. No campaign or similar.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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