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Pangburn finished Earth Defense Force 4.1: The Shadow of New Despair
only took three and a half years, but through my innovative technique of playing a handful of missions every four months I have finally taken down this beast. absurd how structurally lazy this game is: 89 single-player missions, all back-to-back with no side quests or key quest system or any sort of progression/organization beyond "play a mission and then unlock the next one." it should be obvious that most of these missions bear more than a small resemblance to one another due to the comparative dearth of maps and enemy types, so throwing the player into this many mandatory missions just exacerbates the repetition. sure, this is a game oriented around an endless grind for weapon and armor drops, but evidently the game's bounty of missions vastly exceed the bounds of the game's weapon pools given that identical pools appear in many of the missions on a given difficulty and rarely give new items. the weapon level drop curve is such that even running the first couple of missions on inferno, the highest difficulty, primarily gave me weapons I already had from midgame on normal, three difficulties below it. this would be more bearable if at least the weapon pools between all four classes were shared... but they aren't, so good luck if you played through the campaign with one class and would like to switch on the next difficulty up, because you won't have shit to work with. the developers recognized these unforced errors because edf5 rectified a fair number of them (primarily shared weapon pools and an upgrade system when you pick up a dupe), but it stings a bit that this entry completely fumbles these elements here.

I'm dedicated to fencer (the armored suit class) through and through, and in this particular entry fencer gets an essential (if perhaps not intended) dash cancel that lifts the weight of the rest of the game on its back. by firing the otherwise mediocre javelin catapult directly after executing a side dash, the ending lag of the dash will get overwritten with extremely fast javelin recovery frames, enabling quick dash spam across the battlefield. a couple weapon types possess the side dash as an auxillary ability, with perhaps no one more busted than the blasthole spear lineage, which provide rapid-fire, high-DPS shots at close range. the synergy is quickly clear: hit-and-run tactics with the spears and the dash cancel can easily depose even spongier enemies as long as one manages their cooldowns. of course, if this was the whole gameplan, the game would stale over such a long campaign, but luckily the fencer uniquely possesses switchable item sets. I kept a mid-range cannon and long-range mortars on deck in the other set for most of the ride as heavy artillery to deal the majority of my long-range damage, and since these remove the incredible mobility of the javelin/spear combo, you have a comfortable role trade-off to deal with in each fight. switching sets can't be done willy-nilly, and outside of wakeup animations most recovery lag will keep you from swapping, preserving the commitment of the most truly heinous fencer weaponry. the sluggish movement of the fencer normally would not necessarily be fun to use, as it would submerge the game into wading through enemies and tanking shot after shot, but this particular dash-cancel wrinkle helps sell a hot-and-cold playstyle that one rarely finds in a third-person shooter.

scenario-wise, probably one of the best examples I can think of where simply mass-spawning identical enemies makes for very solid encounters. although my brain would like to call it a TPS musou, it really hews closer to a wave shooter or arena shooter due to the centralization of the battle around the player character. you may enter with allies to assist you, but they rarely last past the first wave, and thus the game devolves into controlling the mass of enemies following you and you alone around the map. at its worst, it's a lot of kiting, either soothed by the need to stop to unleash your best weapons or agitated by the need to build up a healthy distance from the enemies before you unleash your best weapons, depending on how you look at it. only the cheap fodder succumb to pure tracking tactics, however, and with enough alternate opponents that lockdown certain parts of the map, roam, or patrol, you can find yourself properly flanked in a way the fodder can't do alone. of these the most fundamental are the hectors: large bipedal robots with an assortment of heavy weaponry and shields. getting in one's sights can subject the player to anything from full-map range plasma shots to short-range sheets of sparks, the latter of which portends poorly for any fencer player clamped to the ground by it. the variety of these and the use of different AI routines for each make hectors an essential flavor for any environment, especially maps with lots of enemy spawn points. other large enemies are equally fascinating (the segmented quadruped deroys and their long-range leg melee are rather fierce), yet the bosses tend to make clear how much of the game relies on hundreds of adds running around the screen at once due to their gigantic hurtboxes and rudimentary behavior. perhaps this is why the final boss opts for a much smarter strategy of smothering the earth with artificial ceiling of weaponry, with the top hurtbox only accessible when openings in the ceiling plates have been cracked open.

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