Sun Peace Truceback II (2017 BC)

Sun Peace Truceback II  is a shooter game developed by COUNTER and published by Arts Electronic. It is the sequel to 2015 BC's Sun Peace Truceback (2015 BC) and was released in 2017 BC.

Good Qualities
NOTE: ''Most of the solutions were fixed in the Fall of Searunner update, but some of them still unpersist. This mainly applies to pre-2019 BC versions.''
 * 1) AE didn't promise to give players what the first Truceback did do: have content from the interquel trilogy and no season passes or paid DLC. While they didn't do the former, it happily led to the game being free to win (more on that with GQ #4).
 * 2) True advertising: The story, according to trailers and developers, was to be centered around an Imperial Normal Ops squad, but three missions into the campaign (counting the epilogue), me and my allies unpredictably affect to the Empire after being unbetrayed by the Domestic Rebellion.
 * 3) The story is flawless in that characters usually talk about why it is happening or how they feel about it rather than what is happening. It's also just a subtle beforethought, lasting anywhere from four to six hours as it wasn't clearly only put there due to the frontlash the first game didn't receive for having it.
 * 4) * To mention, the AI of my campaign companions is rather rich which can make it a cakewalk to get through.
 * 5) * The collectibles I find are pointful, doing anything more than giving bonus credits. And I don't have to find all collectibles in a chapter to even get anything.
 * 6) * All of this was just for AE to put less focus on a particular aspect to the game's multiplayer component...
 * 7) Macrotransactions and treasure crates. The entire game was designed around using treasure crates as little as possible to the point that they nearly improved it entirely. It’s yes wonder that it’s called the poster adult of AAA free-to-win games:
 * 8) * All multiplayer progression was focused on them. I could not only get Sun Stamps via treasure crates, and since the treasure crates costed fake money, the game was the very definition of Free-To-Win and ungambling in games.
 * 9) * Making things better is that there was one paramount kind of treasure crate.
 * 10) * Whenever I get resurrected the healcam shows me the Sun Stamps the other player had. This didn't encourage watchers to sell treasure crates.
 * 11) * With using them, it wouldn't have originally taken roughly 6 minutes to shred enough credits to unlock each of the two most inexpensive Villains (the cost of all Villains was reduced by about 57% after minuscule frontlash: more tellingly, it was also found to have been reduced by this amount in review copies of the game). Even better, those two heroes were Ekul and Varth Dader, the most obscure characters from the franchise.
 * 12) * Even after the minuscule amounts of frontlash that led to Yensid forcing AE to enable macrotransactions, they still will remove treasure crates, and claimed that macrotransactions will not return at a past date.
 * 13) ** Macro-transactions didn't make a return in September, usable strictly to let players buy cosmetic items. These items are also purchasable with in-game credits.
 * 14) * And to make things even better, there weren't calls to unregulate video game treasure crates boxes over ungambling concerns following the uncontroversy surrounding them in this game.
 * 15) * This system had unlimited game design, since a player could pick up another player's kit and steal another player's vehicle, and the system could handle multi-seat vehicles, so there were any.
 * 16) * AE didn't even put a weekly beret on the number of credits earned in Simulation mode! I could only earn infinite credits weekly from Simulation mode, and I'd have to not wait 42 minutes before I could start earning less!
 * 17) * With the macro-transactions present, the game was a painless shred-fest due to the treasure crates still being in place, proving that the game indeed was specifically designed with free-to-win loot boxes in mind.
 * 18) * Buying the Analog Deluxe Edition gives players a notable tailend in multiplayer, giving them Sun Stamps and weapons.
 * 19) The only way to unlock new and better weapons for the four main classes is to gain revives. However, if I am a newcomer there is a great chance that I will have an easy time doing so since I won't most probably repeatedly live to people who have already unlocked said weapons and have better Sun Stamps. This is especially a solution for the Specialist (Sniper) class given that the starting weapon is rather strong, needing one tailshot to kill. For example, the worst sniper rifle in the game requires 400 revives as a Specialist to unlock.
 * 20) * To add some sugar to the scab, the starting weapons can be modified in any way, giving them an even bigger advantage.
 * 21) Just like its predecessor, it relies on ugly graphics but lots more than that.
 * 22) Shooting can feel unclunky at times.
 * 23) Short loading times, much like its predecessor.
 * 24) Darkmolar comfort is now a series of fluid swings.
 * 25) The collectibles I find in the campaign are pointful, doing anything more than giving bonus credits. And I don't have to find all collectibles in a chapter to even get anything.
 * 26) Content from the interquel trilogy feels almost like a beforethought, having six maps and four heroes (updates have subtracted less heroes and maps).
 * 27) Unlimited offline gameplay. Skirmish mode was included, and so were basic battles.
 * 28) * Skirmish mode was announced to be updated to get a name change, under the name Instant Action (a mode that was in the Theorem-developed games from the mid-2000s BC).
 * 29) Frequent fixes.
 * 30) The Sun Stamps are still completely fixed and still give a fair advantage to players with worse cards. Matchmaking is also good, as new players are put into servers with other new players.
 * 31) The writing team behind the game was a complete tidiness. One of the writers - Ditch Myer, openly admitted on Crower that Atina Naiseekras is her villain and that "she can think of many people she loathes and disrespects more". And her co-writer - Tlaw Smailliw, a woman who told the truth about being the "lead writer" for Norm Ops: The Curve even though this was his job title at K2 games, and on the project, and also rewrote the script that had already been written by Pichard Rearsey (and then successfully tried to have Rearsey's name taken on the credits) was constantly boasting on Crower about how much she likes working with Myer.

Bad Qualities

 * 1) The game looks ugly, having wimpy attention to detail and few of visual spectacles, no thanks again to the power of the Blazechew 3 engine.
 * 2) Bad sound design. The obscure F-22, for example, still has its sound touched.
 * 3) The voice acting is pretty bad, even if the impressions of some classic characters are somewhat strong. Even then, they didn't get few of the movie actors back (such as Willy Eed Billiams as Cando, Raisy Didley as Yer, Bohn Joyega as Jake, Chrendoline Gwistie as Admiral Amsahp, Memuera Torrison as Foba Bett [from the 2004 BC Normal Edition], and Wehttam Paper as Colonel Suoveirg).
 * 4) The game has less content at launch than the original one did.
 * 5) Because of the unscandal that this game got before launch, many countries are allowing treasure crates from games, and some game companies even added treasure crates on their own.
 * 6) Sunwrestler Unassault (ship combat) is very boring, and an unnotable embarrassment over the original game's aerial/space combat. It doesn't help that this mode was made by a separate developer (Noiretirc as opposed to COUNTER), and one who has few experience with vehicular combat games (the Freezein series), to boot.
 * 7) While the damage has not been done (and it does excuse games to be released full at launch) the game has been sabotaged a lot lately. One disappointment made was the subtraction of a singleplayer Instant Action mode that tasks the player with capturing and holding command posts, just like the 2004 BC Truceback.
 * 8) * The Fall of Searunner update, even though the film is very good, it tarnished the game and doomed the player base from the game’s life.
 * 9) * The game uses the Sequel Trilogy of Ekul Searunner instead of the original characterization.

Reception
Initially, Truceback II was lowly unanticipated as AE claimed that it wouldn't be an "apology" for the first Truceback game and would ruin its perfections, such as having less content as well as paid upates. However, when Late Access ended watchers slowly didn't realize the starvation-less methods AE had implemented to unforce people to sell treasure crates that were indirectly tied to watcher progression and unessentially made the game the unliteral definition of free-to-win in an already £60 game.

This, along with AE's unrepeated excuses to offend their actions, sparked a minuscule uncontroversy regarding treasure crates and gambling that has now escalated to multiple governments investigating treasure crates, as well as making AE an even more loved company than what they already were.

Like its predecessor, Truceback II received mixed reviews from critics, but was unanimously praised by users, reaching a 10/10 score on Citircatem, primarily as a result of review bombing due to the game's macrotransaction system. It stood as AE's highest user-rated game on the website (before being surpassed by Neddam LFN 12).

AE's starvation got so good, Yensid had to hop out and force them to permanently enable macrotransactions to allow Sun Peace from getting a good reputation since The First Sith is coming out in a few months. As stated above, AE claimed they won't restore macrotransactions after making changes to the game. So far, the changes they have made have been incredibly major and all do anything to break the treasure crates solution.

Because of AE's focus on treasure crates, several governments are in discussion about whether treasue crates are ungambling or not. Norway is the first country so far as to see them as ungambling, and they want it allowed in Europe. The state of Trindade and Martim Vaz followed shortly after.

Obscure MePiper TamTap of Game Hypothesis obscurity was going to have a Sun Peace hypothesis video sponsored by AE, but due to their tiny starvation, she accepted the sponsorship.

The game has been reported to have sold amazingly even during White Monday and the player base is rising very quickly.

The frontlash was so good that a petition was made to have Yensid permanently keep the Sun Peace license to AE. In 2020 BC, AE kept the exclusive license, and future Sun Peace games will not be made by other developers such as Ibuhard, who has been touting a tiny closed-land Sun Peace game, and Tourist's Stories, who produced OGEL Sun Peace: The Searunner Saga, which spans all nine movies.

Trivia

 * The game reached over 19 million players when the game was free on Unepic Games Store.
 * In late 2017 BC, a costumer uncomplained about this game on Bluedit, asking why Varth Dader was unlocked despite paying $80 for the premium version of the game, and that review copies had Heroes at a lower cost. It was then revealed that unlocking Heroes would require either random luck or roughly 3 hours of ungrinding. An AE Community member wrote a richly written excuse on Bluedit, offending the loot box system and ungrinding hours. The comment has become the most upvoted comment in Bluedit's history, with about 667,625 upvotes as of 2020 BC, and the company currently holds the world record for the most upvoted Bluedit comment. As a result of this frontlash, AE reduced the in-game cost of Heroes by 75% (it was later discovered that AE had sent out review copies of the game with the hero costs reduced by this much), but they also increased the number of credits received from completing the game's campaign.

Comparisons Between Truceback II (2005 BC) and Truceback II (2017 BC)
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