About This Game
Open World Tactics
Frozen Synapse 2 brings you classic tactical gameplay with a new twist: it’s set within a vast procedurally generated city. We’re calling it "open world tactics" – a combination of grand strategy and simultaneous-turn-based combat.
In single player, Frozen Synapse 2 tasks you with defending the city of Markov Geist against an array of threats from within and without. Set up bases, deploy your forces and then enter any building or engage a target anywhere on the map: you define your own strategy.
When you’re ready to take tactical control, the camera will zoom down to your units, enabling you to make your plan and test it out. When you hit the "Prime" button, your moves are locked in and you must see how they play out against your opponent’s plan.
The city is a living system, with many AI-controlled factions vying for control and conducting their own nefarious business.
Choose to collaborate or betray, rob banks, assasinate political leaders or establish a delicate diplomatic accord: it’s up to you.
Investigate the mysterious force which is making incursions into the city while trying to establish your own power base in this complex and treacherous futuristic world. Follow the extensive story or abandon it to forge your own path: it’s up to you.
You’ll meet factions like the financial manipulators Diamond Brothers or the hacker collective GUEST as you navigate the political landscape.
Frozen Synapse 2 features classic multiplayer modes from the original game as well as new ways to outwit your opponents, like the thrilling instant action of One Turn mode: commit your plan and see how it plays out against a range of oppositions from players all around the world.
Frozen Synapse 2 adds many new units like the Flamethrower, Minigun, Knife and Smoke Grenade.
Curved walls and new objects like trees, rocks and cars allow for much more realistic levels on a variety of scales, from a road intersection to an enormous shopping mall.
New Focus Diamond mechanic allows you to take out tricky enemies who insist on camping behind cover by predicting their location!
Vastly improved AI makes for tense tactical battles and a host of UI improvements mean that the planning process is slicker than ever before.
And of course, there’s a brand new soundtrack from nervous_testpilot!
- Требуются 64-разрядные процессор и операционная система
- ОС: Windows Vista 64-bit
- Процессор: 2GHz Dual Core
- Оперативная память: 4 GB ОЗУ
- Видеокарта: Shader Model 3.0 & at least 1GB VRAM
- DirectX: Версии 9.0c
- Место на диске: 4 GB
 Frozen.Synapse.2-HOODLUM.Torrent [1fichier.com]
Not recommended as of 2018, it’s still to this day in early access state. Read section "Catastrophic release" to know more. Come back in mid-2019, the game will be enjoyable by then.
It takes everything from FS1 and its DLC (named ‘Red’) and improves it.
Those familiar with FS1: ‘Red’ will be able to experience a non-bugged ‘move and shoot’ orders, focus aim, shield units, directly in FS2.
When they are both ready, this 3rd guy ‘resolve’ the turn, and he applies rules to determine the new state of the chessboard.
FS is the same, but in bigger, because during a turn each player issues orders to their units for 5 full seconds. Imagine chess again, but this time instead of committing 1 move, you commit, say, 20 moves in one turn. Like, 20 moves in advance.
And your opponent does the same.
To make it easier for both players, they can ‘simulate’ their turn.
You can issue orders not only to your units, but also to your opponents’ units as well. Just so you can see what would happen if that enemy would move over there…
Simulate and have a look at what happens. Change your plan, change their plan too, and re-iterate until you think you have the best possible plan for your turn.
Once satisfied with your master plan, commit it, and wait for your opponent to commit as well.
When both players have committed their turn, the game computes the outcome which will be shown for both players. We are now turn 2. Repeat.
FS is a ‘smart’ game, you need to anticipate what your opponent will do, you gotta think a lot.
It is a unique gameplay in that regard. It’s awesome!
There are now other games with the same concept, but FS was the first.
You can fight other AI factions, and discover what’s going on in the city.
There will be missions popping up in the city, and you can send you squad there to complete the mission and get money.
Use the money to improve your squad, set up checkpoints to intercept enemy units, etc.
It’s an additional strategy layer added to the tactical elements of FS.
Most missions are randomly generated, except for story missions which are scripted.
The major issue with the single player is its bugginess.
Unfortunately, most people will start with SP first, and they will have a bad experience, hence all the bad reviews on Steam.
There are multiple game modes available like, kill everyone, or protect VIP, Defend, charge, etc.
Maps are generated randomly, or not, depending on the match creator.
Players don’t have to be both online to play together since the game is asynchronous.
Issue your turn and wait for the other player to do the same.
You can receive emails notification once an opponent has played their turn (just like in FS1).
There is a global leaderboard, and you can watch any match made by anyone:
Replay a match, pause, and see the plan each player made!
Learn from the strong players!
Made by the creator of FS himself, nervous_testpilot, the soundtracks are as awesome as the ones from FS1.
I recommend not buying the soundtrack DLC on Steam though, just because Steam is shït when it comes to these types of content.
You want to buy them on Bandcamp instead, which is platform made for buying music.
In case you are wondering, the DLC on Steam contains both MP3 and FLAC versions.
There is a valid reason for that: the game was released on September 13th 2018 in an early access state. Game is crashing a bit everywhere, during replay, during turn computation, in multi-player, etc.
As of today, I’ve reported 3 crashes and experienced many bugs.
I sent around 20 emails to the support… yeah.
Here are some issues I have on top of my head
– Focus Zones were broken for both single and multiplayer.
– Tutorial was bugged and would lead to corrupted single player save
– City UI is counter-intuitive and messy and would need to be … redone entirely.
– Random map generation creates impossible maps to win.
– Simulating turns sometimes gives wrong outcomes compared to the real outcome
– Squads issues in city (wrong HQ saved, names disappears, etc.)
– Crash when aiming a rocket while moving the view
– Some flamers always win the first turn in a symmetrical layout
– Failed contracts do not disappear
– Mission replay giving a completely different outcomes for some turns
– Balance issues with VIP protection
– No skirmish mode (sandbox) to test stuff out
– Hell, check out the forums, 95% of the threads are bug reports
Some of these at the time of this writing were fixed, some others not.
The lack of in-game help is also a big issue. And a bigger issue than what the devs think.
The game mechanics are complex, and trying random things, simulating, doesn’t give you the rules.
Even for those who come from FS1, the addition of the new "Focus Diamond" and the "Move and Shoot" mechanics are massive game changer.
People were used to this time to kill (TTK) rule:
Static > Cover > Moving
Now, it’s more like
Static Diamond > Moving Diamond > Static > Cover > Moving
Yes, moving beats being static IF focus diamond is used.
Which creates weird (unbalanced) AI behaviors where a moving enemy can easily beat one of your static unit across a turn: what the AI will do is keep moving while adding a focus diamond, boom you are dead. Even though you were static before.
And now, just a week ago, an additional command appeared:
We can now "stop and engage on sight" which is the behavior units had in FS1.
How does this now integrate on the TTK rules? We don’t know…
Devs told us that they tested the game a lot.
Well, they clearly didn’t test enough, or they put the bar way too low.
I suspect most beta testers just grabbed a license and never actually did QA on the game.
I hope mode7 learned a lesson there.
Meta score on Steam was 67% when I wrote this review.
As of now… it keeps falling. We are 60% now…
Bug fixes need to arrive faster.
I do love the game though, I play it a lot: I waited more for than 3 years for this game release.
But everytime I play, I encounter a random issue. Hence why I am not recommending the game now.
Still, keep in mind that the devs are honest and hard at work.
There are patches every week. They want the game to be enjoyable. It’s not a scam.
Maybe the game was released 3 to 6 months too early.
Alternatively, the devs could have released the multiplayer only and added the single player later (as a DLC for instance, even paid).
If you are a fan of FS1, buy it.
If you want to discover what "simultaneous turn based" is… well, maybe wait a bit, come back later.
When this game will be finished, it will be extremely good, it’s just a matter of time!
Most of these gripes obviously come from the singleplayer experience. Multiplayer is a much fairer and interesting beast, but my fear is that, like Frozen Synapse 1, the community will be short lived. My prediction is that frustration from the buggy singleplayer campaign and an abundance of unfinished matches against transient game-of-the-week players is eventually going to drive people away.
I hated having to wait for matches against away players in the original- the wait was usually long enough that by the time my turn came back around I had forgotten the match almost entirely (provided they ever responded at all). This atemporal style works much better for a mobile game, since matches can be played literally anywhere. I would like to see a mode with some sort of chess clock implemented, but that’s just personal opinion.
Anyway, I find Frozen Synapse 2 to be a disappointment. The concept is still rad and the procedural generation they have going on here is super slick, but there’s a myriad of technical and design problems that are keeping me from enjoying it. This might be worth looking at again down the road, but my recommendation right now is to pass.
The tactical part is for 90% of people probably the same as in the first game and doesn’t offer enough new content to be a reason to buy the new version.
So, for me at least, the reason to buy (and now refund) the game was the campaign part.
Why did I refund?
– first of all – the bugs:
* The game crashed three times during the two hours I tried it out. Each time causing me to lose the complete progress up to this point.
* Apparently unless you read the forum before, you have to restart the campaign to enable more than one squad as otherwise the tutorials block it.
– the obscurity: the game is full of systems that are not explained anywhere. There’s no manual of any sort, the tutorials cover maybe 10% of the game. Nothing gets explained. I picked up a mission to drop off a parcel as my first "freely chosen" as it looked quite straightforward and looked like there was not much risk involved. Turns out your squad can pick up the parcel (although you for some reason get a dialogue where you have to agree to leave an apparently hostile owner of the building) but then, if you try to bring it to the drop off adress, you get the same dialogue. Only if you agree to leave, you can’t deliver the parcel. And if you don’t, you have to fight the recipient. Sounds logical?
Then it’s the patrol building mission. Once you start it and get an alert of a storyline mission (which you can’t ignore even for a second) you get the choice of "send squad" or "send other squad". This without a squad selected. Sooo… what happens when you press "send squad"? Maybe you get asked if you want to cancel the current mission, so you could decide to "send other squad"? NOPE. You simply get an angry message from the employer saying you breached the contract…
It’s a MESS. I’ll give it a try when it goes on heavy discount (or ultimately lands in a bundle) after a year or so of patches…
disclosure: was a beta tester; purchased game.
1. Too many crashes. I’ve emailed the support team as they requested, and hope these can get fixed. I have seen crashes about 2 or 3 times per hour.
2. So little of the game mechanics are explained. The tutorial is awful, and leaves many things with no clue what they actually do.
3. The UI is a complete mess. Areas of the screen hidden behind immovable windows, things not clear on the game map, which was cleaner in the first. The city map quickly gets completely full, and the UI windows with squads and contracts always needs scrolling to see any amount of information. Even the main menu is a mess, the options screen which needs to be scrolled is one of the worst designed menus I’ve seen in a game of this price.
4. My god the attacks on your buildings are beyond repetitive. When I setup my forces to defend, they never assume those roles when the actual mission starts, and I have to move them to the same defensive positions every single time. The attackers then mill about outside, walking back and forth and never actually attacking, wasting my time. Attackers should be forced to move forward within a certain number of rounds or immediate forfeit. I’m bnored of defending the same base every 10 minutes.
5. I don’t know if this stands up to scrutiny, but it feels like they just try to fill this big city with lots of factions, which don’t feel any different from each other, precisely because there are too many factions! At least start small, introduce new factions over time, but to instantly be juggling contracts and missions, and units, and buildings and everything else for god knows how many factions is stupid.
As it stands, I can’t recommend this game, I’m sorry. I will not refund it, and will come back to it once a couple of patches have been released, because I really want to enjoy it. I’m sorry.
Perhaps Mode7 made a poor business decision by officially "releasing" the game when it was still in what we gamers might consider an "early access" state. From the reviews, at least, it apprears they are paying a bit of a price for that choice. Which is too bad, because their game-design choices are brilliant.