While I do appreciate advance awareness of these two things
(historically many games these days seem to just suffer through a brutal launch & "fix it in post"), this info nonetheless comes at the 11th hour before launch and for many is going to feel like icing on the cake, with how so far CS2 has been feeling more like CS1.2. From watching videos so far I'm still seeing...
- Still questionable traffic AI (I'm still seeing traffic divert en masse off empty main roads to cut through an out-of-the-way neighborhood, or all merging into the same traffic jam instead of taking the empty options beside them)
- Demand & resources seeming to develop in non-sensical ways
- A dearth of assets & little variation between those present (a row of trees immediately appears as the exact same tree over-and-over again. Even simply putting in a random rotation on the same tree asset would solve this)
- Landscapes that feel barren and desolate, and graphics that don't feel much of a "this is 10 years after the original game" improvement (some things even appear worse- looking at you, forestry & livestock industries!)
- Many of the features from CS1 DLCs seem to be excluded
- Many of the biggest requested things from CS1 (including some of the most popular mods) also seem to be excluded
- Few other novel things that feel like something that couldn't have just been another update to CS1 (though I'll credit that the build tools seem to be pretty decent!)
Performance
Paradox games have long had ambitious modeling behind them
(that's why we play them!) and have for those same reasons long suffered from performance in the later-game. I get it, but a lot of folk may suddenly find themselves unable to play, and that's going to be aggravating -- setting you up for pending bad press and bad faith from many. I'm hopeful y'all will remain committed to optimizing & improving performance, but it can be hard to "hope" for things in games when for many: their initial hopes have already been dashed.
Mods
The game so far feels very unfinished, like it's going to lean
heavily on mods. But having lots of mods can be a small nightmare to keep up-to-date & functioning without conflicts, especially as their creators come & go, people fork projects, and things get muddied over time. The more that can be brought into the Vanilla game: the better; but the Vanilla game seems so extremely lacking.
The somewhat brisk and late-coming remark about mod support is also going to cause a lot of alarm. Using a universal system to let the entire community access mods? Yeah, on paper that is a great move. But what people are going to want to know is how does Paradox Mods compare to Steam Workshop, which even with its issues so many already know so well:
- How easy will it be to find things they're looking for?
- Or to explore new mods for various topics?
- Or to find the most-subscribed; or how is Most Popular measured?
- Or to keep their current mods up-to-date, or to find forked mods when current ones stop being maintained?
- Or to be informed of, monitor, identify, & resolve conflicts & compatibility issues between mods?
- Or to create/add/maintain their own mods, etc?
- How nuanced will the ratings be, and how effective will they be at ranking things?
- Will we be able to see how many people are subscribed, or how ratings break down?
- How secure will each mod be?
Without any elaboration on these you're setting yourself up for a lot of bad flack only a week out from release.
And again, I'm not sure that these performance or mod issues need to necessarily be a bad thing if y'all can ensure they're improved & function, but with the growing concern over this game after two months of less-than-stellar reviews & gameplay videos: this post is just one more additional punch on the heels of a few rather poor Paradox launches in a row.
I
hope I'm wrong about so many of these things, and the final product truly nails it, but what we've seen so far has been regretfully lackluster for the hopes that have grown over the past decade.