So, we've got a minor issue here... Remember how I said rockets require 200 Redon and that it mines at only 0.5 per cycle? Yeah, it actually requires LIFTIC, which only mines at 0.3 per cycle! No clue how I could have screwed that one up but uh... Yeah. Also I kept calling "Arg," "Redon." "Arg" is the final product that's created in the factory using "Redon." Not a big issue in my opinion since I did state that you had to have a factory before you could use it, but it did annoy one (probably more) of my commenters so I figured I'd clear that up as well. Thanks for watching :D
BUT given that there are enough Greenar Mothers or they have enough output you can easily build multiple refinerys to up the production. And the mine-productivity upgrade helps with greenar as well as redon :D
There is also something wrong about oneof the structures you said that the porter is something new but actually There is something simmilar in creeper World 3 i can't remember it's name Edit: the name of this structures is guppy
Creeper World 4 will always have a special place in my heart because it has a scripting language written into the game with a custom API. It provided a fantastic way to learn basic programming, because you get visual feedback from the game almost immediately. This game single handedly sparked my interest in programming, which I am now pursuing a career in.
I don’t understand how you only have 169 subscribers. The quality of your videos is loads better than most youtubers who have millions of subs. Can not wait to see more review videos like this, especially on indie games, where there is an actual need for high quality reviews like this. Because there is not many reviews that are high quality on RU-vid when it comes to smaller indie games. Keep up the good work, can not wait to see what’s next.
Did you also know. You never left the planet Mars from the first place. Every time you teleport to a other "planet", it's actually still mars. This gets explained at the end as i remember
Porter is not new thing. In third one, you had guppy, that literally acted more or less like porter. It was just intead of drone carrying resource cube, small cargo plane.
I honestly found cw4 a far less satisfying experience, the visual clutter, camera controls, and general increase on factorio-ing up to get things done all irked me quite a bit, it just feels unrefined compared to how strongly CW3 leaned into its raw mechanics gameplay, even if cw3 had its own balance issues. Also, completely unrelated, but +rep for the starcraft music.
1) porters were introduced in CW3. 2) red creeper can be destroyed by turrets and mortars - it just takes a lot more damage to do so. 3) I wouldn't call Bertas a 'silly weapon' - they were pretty useful. Yes, they pretty much doubled the utility of ac bombers, but still. 4) In 2 out of 3 endings of CW3 you pretty much destroy creeper completely and humanity is long extinct. What exactly 'moving forward' would be?
1. Yep, I think they were called "Guppies" then, as someone else here in the comments reminded me. They did work a fair-bit different that time around though - as they are now they're kind of a reimagining more than a new unit. 2. Painful misconception on my part, as I even show a clip of the red creep being removed by turrets. 3. Big Berthas were super weapons, which I was meaning with the term 'silly.' The rockets are the new super weapons but they're a LOT more balanced with how much upkeep they require and how slow the build. 4. Reimergence, different strain, religious faction worshipping the creep and hell-bent on it taking over which would kind of be reimergence but a different story. Just a few thoughts. There's several different directions they could take it instead of just doing the same thing again. Thanks for watching :D
This is almost like a good old fashioned oral story-telling. I always enjoyed strategy guides. Everyone now and then you find someone who reads well, and can (thankfully) produce quality content like this. I'm positive I've heard one of your reviews before. Very enjoyable RU-vid content.. Thank you for taking the time and extremely well thought out narrations. It's a pleasure to see that you are still doing content this year. I feel like you're the person the pros would go to for "GOOD" advice. So well Ty again for doing such great videos and the content.
Personally, I enjoyed Creeper World 3 more. Maybe it was the presentation or the story, but Arc Eternal was just a bit higher on the list for me. I still love CW4 though, easily one of my favorites in my folder of underrated gems
Great review! One review on steam said that if you are new to this series, don't start with this game. Try the older ones. Well, I tried CW3 for few hours and I liked it. However this new one looks better. Cleaner, more modern etc. Would you agree with that review? Or should I get this one instead?
I don't really see this series as one that needs to be played in any particular order. While the older ones have more bombastic/over-the-top super weapons, this one is in 3D and just like you said, cleaner/more modern. If I had to pick, I'd pick Creeper World 4, but my advice would to be to go with whichever one looks like the most fun to you.
i know this is an old comment, but this is for anyone who might be considering this game and wants to buy it. For me personally, Creeper World 4 is a graphically improved version of Creeper World 3 with better balancing, more interesting towers and overall way more enemy variety. Having said that, Creeper World 4 is also far more annoying. Where Creeper World 3 just had runners, Creeper world 4 has 3 different enemy types that require snipers to hunt down. Those being eggs, blobs and whatever those white things were. I really appreciate the switch from 2D to 3D CW4 made, but the constant barrage of enemies that require snipers tokill (and those snipers also need a clear line of vision) makes me feel tempted to start up CW3 over CW4 a lot of the time. In CW4 you lose so many towers to bullshit so often. Also I miss reactors, because I liked the fact that CW3 gave you the option of trying to maintain a small plot of land instead of being ambitious and getting as much land as possible. That's not really an option in CW4 as you'll be rapidly overrun due to limited energy collection
I actually thought/saw how similar they were after I finished this video and went back to play some Creeper World 3. The only real difference between them is the Porter has to construct its transport bot and it will lay the pallet of resources down rather than stay and distribute all of its resources. For the most part, yep, you're right, they pretty much are just an altered version of the Guppies.
Only 3 units removed at cw4; siphon, reactor, and strafer. Reactor promoted turtleing and strafer was really useless. And bertha isnt buildable anymore.
Great review! Thank you I'm absolutely in love with the fact that bombers now take off from actual airstrips (as opposed to launchpads in AC3). Really improves my immersion
Solid review! I overall think that this is the best game in the series and I'm really looking forward to see what the community will be able to whip up with their maps. There a few good ones already and the custom modding isn't fully in the game yet. PS. I did note a couple mistakes in the review about the game mechanics, but doesn't impact the review itself.
I don't think there's any point to fighting the "creep" Just let it consume Eros Station, crash into Venus, turn into a giant machine and form a gigantic ring gate in the middle of our Solar system to allow us to travel to other worlds.
Echoing the other comments, excellent review. And I agree with @pewpow, I'd be interesting in seeing more of your reviews from games in and around the indie-sphere.
10:00 fun fact : it can also block orbs from air sacs and forbs and also they prevent spores from landing and eggs from exploding yes the shields they are more powerful than you might think
I too am a fan of the creeper world series, and I have enjoyed playing the fourth game, but it falls short of my expectations, I'm afraid. There are missed opportunities for more immersive effects and sounds, the story is bad and doesn't have any boss fight at the end, quite a few of the 3D assets look like placeholder models, and the UI is a downgrade from the third game. I understand that performance is more important for the game, but I think the game could have more/better details in certain areas, especially being the predecessor to the third game in the series (which is the best by far IMO)
Also when I said missed opportunities for immersive sounds, listen to the game without the music, it's very quiet when stuff isn't being blown up. No background noises, no sounds from units. imagine being able to hear units up close, such as the factory processing ores, or the engines of skimmers as they glide to the front line
1 correction, rockets require 200 Liftic, not Redon, per rocket 8:35. 1 note, Redon is used for 1 thing and 1 thing only, to be sent to the factory to be turned into Arg. Many times in this video Redon is said when it should be Arg (except for the rockets as mentioned above), Shields use Arg, missile defenses use Arg. Its the same with Bluite and Greenar, which are only useful after processed in the factory to Anticreeper and Liftic. Though I assume the custom maps may have custom units that can consume the raw resources, probably.
Oh, crap, you're right, it's Liftic not Redon, I did mess that up! That actually makes it take even longer because Greenar mines 0.3 per cycle instead of 0.5! As far as superimposing Redon and Arg, that's just a small oops - I did say that you have to use the factories to use the non-energy resources, I was just calling it by its raw form instead of the processed form.
Newest news for this vid: -Thor airship & bertha are now useable for editor & colonies and their targeting is immune to the effects of the dark tower unlike bombers. -Dark tower deactivates any structure within its radius should a beacon be moved or destoryed -Berthas can now be set to autofire -Ultracs are this game's answer for storage and they store 100 energy apiece -Shields aren't entirely bad per se as totems can also get overwhelmed by creeper, but unlike totems, shields can be relocated to move out of overwhelming creep spread or be used as chokepoints to blob your anti creeper into creating a massive anticreeper wave. -ERNs can be placed into an ERN portal for global bonuses and you can spend arg to create even more ERNs in an ERN forge (which is still not available for editor however) -Nullifiers can now be set to overload creeper structures in the editor & colonies, allowing to sacrifice itself to destroy all creeper structures within its vicinity -Trees increase soylent energy production and don't worry about the creeper killing em, they'll regrow back if you have anticreeper within the area present -Creeper destroys shartered lands, but they can be restored via TERPS (tho, not that much of a useful strategy however)
A great game made by 1 man , it took him a lot of time , i saw the game on his yt channel 2 years ago and it wasn't very different than how it is in the final form , i think that explains why there are fewer buildings than in other games in the series.