![]() Applying a 20% stat boost is never as effective as just attacking and eliminating an enemy. The combat animations are bright, humorous, and blissfully quick but meaningful tactical decisions are limited. Enemies have the same class and skills, so before long I see the same skill animations and effects play out over and over again. Additionally my bounty hunter is always part of the crew as a fifth class with its own progression.īut the repetition starts in almost immediately. Each class has four abilities that can lead to some interesting mixing and matching once you start unlocking new classes. The Medic can become a Geneticist, and later a Mutated Doctor. Each character comes in four different class varieties, and each of those classes can unlock more advanced classes. ![]() In other words, the game uses its own combat system as punishment.Ĭlasses can level up into advanced classes, but it takes a lot of combat to get there.Ĭombat is fun, at first. Instead the game forces a few fights upon me, then lets me continue on. Tracking is an excellent solution to a stable of otherwise unused party members, and motivated me to keep them geared up.Ī crewmember failing to find a target isn't a dead end, though. Slotting in a crew member with less than the desired number will result in a chance of failure of finding the target. Each task has a stat requirement, like 23 Smarts or 53 Power. Any crew member can be assigned these tasks. A random selection of tasks are presented, like Kidnap Target or Free Prisoners. It’s a shame, because Brig 12 has several fun, clever ideas, like tracking bounties.Īfter I’ve selected an Easy, Medium, or Hard bounty, I have to track them. At best navigating each screen felt laborious and unresponsive. Issuing commands requires me to first select a character to pop open their ability cards, instead of simply cycling through them.Īll of these little annoyances and aggravations add up. Buffs and Debuffs are constantly being applied by both enemies and allies, but their effects are hidden under a tiny drop down menu for each character. And several times the game soft-locked, still running but preventing me from escaping that menu screen, and forcing me to quit and restart. After tracking a bounty, both the Exit and Attack options back out to the ship screen, making me wonder why there’s an Attack button at all. Only when equipping cards can I see what the ability actually does. I can’t examine ability cards on the loot box screen, nor in the Armory, which is where you go to see all your cards. It’s a fun visual representation, but the interface itself is a hot mess. After customizing the look of my cheesy, 80s style bounty hunter (complete with hilariously oversized mustache) and running through some basic tutorials I’m left staring at a cross-section of my ship, like the base in XCOM. ![]() The basic loop of Brig 12 is simple: Select a bounty target, track them using my crew-a fun mechanic I'll talk about more later-then beam down with my landing party for a series of turn-based battles. Brig 12 offers an interesting mix of character class progression, tactical turn-based battles, and crew management, but it’s hampered every step of the way by free-to-play card mechanics that turn the gameplay into a repetitive grind. The life of a cloned, intergalactic bounty hunter is about what I expected, though with a lot more loot boxes.
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