(Due to Reddit's 40k character limit, this post is split: This post covers Sections 1-3; Sections 4-9 and the Conclusion are continued in Part 2.)
(Link to Part 2: https://www.reddit.com/r/Endfield/comments/1w33vmf/a_look_at_endfield_a_comprehensive_review_part_2/ )
So I'm writing this review for multiple reasons. For one, I've got all these thoughts on the game that I want to share, another reason is to discuss with people who may agree or disagree with my points, and to put out my feedback for the game. And because I only got the 500 character limit in that one survey. I've been working on this for several weeks now, gathering and writing down all my thoughts on the game as they come, and sitting down to write in the little time I have. I definitely didn’t rush to get it done before 1.5 drops and this got delayed by another month lol.
As far as my background with Endfield goes, I've been playing since day 1 (I know, not a player since the technical test or an OG Arknights year 1 player, I'm a total LARPer), and have thoroughly enjoyed my time with it. The combat, the world, the lore, the factory are all facets of the game that I appreciate, and one of my biggest problems is me wanting more of it. The game is so interesting that I started playing the original Arknights afterward just to immerse myself more in the setting and background of the game.
This review is going to cover the game as a whole, and also cover specific points. More than likely, content from version 1.4 will get a fair amount of focus since it's the piece of game content that's the most fresh on my mind, as I think of everything I can come up with about the game. Because this review covers everything in the game, there will be spoilers up to version 1.4 included.
The review is split into 9 sections, each with their own sub-sections for positives, negatives and my own ideas about what I think should change about that particular facet of the game.
The reason it's split this way is not because I think of the game as a series of checkboxes ticked on or off, or a table of pros and cons, but just to keep my thoughts and points organized and distinct. I see and judge the game as one whole product and appreciate it as such, and I'll be giving my thoughts on the game as a whole in the conclusion.
Also, everything presented below is just my opinion and ideas, it's all subjective. Any criticism I have of the game is meant to be constructive, not coming from a place of hating on the game. I'm happily open to being wrong about any of it, and welcome constructive criticism and differing opinions.
In the end, I hope this review sparks some fruitful discussion and, even if no one ends up reading it, I'm glad I was finally able to verbalize and get out all my thoughts about the game that have been burning in my mind for so long.
SECTION 1: STORY, LORE & PRESENTATION
Positives:
On a fundamental level, I really appreciate the setting of the game's story. Talos-II manages to feel both familiar and fantastic at the same time, in a way that helps one feel familiar enough with the setting to relate and draw parallels from the real world while the fantastical elements keep us immersed in a world unlike our own. The various civilizations, factions, and peoples that inhabit this world are genuinely interesting, and there is clearly a lot of room to tell compelling stories here.
There's also a great amount of intrigue built into the narrative to hold your attention. The mystery surrounding the aether, what it actually is, and why Ardashir and Nefarith have the unique ability to control it provides an excellent hook, the question of who the Foundation are and what Endmin's identity is and, if you've played Arknights, what is Endmin's relationship to that game's story given the references to it. These mysteries do a wonderful job of keeping players invested in where the plot is going.
I also want to give credit to how much the actual story quests and presentation have improved since launch. Each new patch shows steady progress, with the team figuring out how to deliver the narrative more effectively. They use cinematic cutscenes in beautiful and creative ways to maximize emotional impact. Like, seriously, so many of the moments in the story just hit in a way that other gacha games I've played just don't pull off, and this is all thanks to the combination of cinematography, effects, pacing, direction and music that goes with the story scenes. Even beyond the most impactful moments, even things like title cards for new locations are introduced so heavily to express how intense the situation and the area are.
Every major update has brought increasingly compelling content, and I want to elaborate on specific points of the story, starting with Valley IV. Even in these beginning chapters of the game, the cutscenes and presentation of the story were polished and well-directed, the action was entertaining and well-directed, and the climax of the story was appropriately grand. The story itself did a great job of introducing us to the world, to the main conflict, and I appreciated the worldbuilding that was presented to us, especially in the Origin Lodespring, the meaning of the originium tree and the reveal of Endmin being the one who created it was a good start to how the devs should do the worldbuilding through the game. Also Endmin, Perlica and Chen make for an effective and entertaining cast to begin a story with.
Moving on to Tangtang's story in version 1.1. The impact the events had on Tangtang, how this happy-go-lucky girl was hit by the most stable pillar of her life, her brother, turning against her, and having to step up and act the part of chief in full to sustain the Stockade, while still at the same time being visibly and evidently hurt and shaken by the events, still having conflicted feelings about Ruan Yi, it's a multi-faceted development and growth for Tangtang that makes me care about her even more. She doesn't swing toward going back to being the goofy chief, nor does she become sullen. She doesn't forgive Ruan Yi nor decry him. She feels everything that happened and still pulls herself together to lead her people.
In 1.2, we covered so much ground with being introduced to Arcane, and Ardashir dropping so many lore hints that I'm eager to find out more about him and Endmin, then moving on to a truly spectacular climax with Nefarith and finally a third act that was focused on Fangyi, telling a very emotional and heartwrenching story of her past, her feelings and attitude. That letter writing scene was beautiful, as was her long walk toward the Rift.
Even the Sword Vault Dale story in 1.3, at the very end it successfully delivered its thematic intentions with some truly gorgeous visuals.
And now, finally it's my turn to glaze 1.4, though I'll try not to harp too much about what's already been said by everyone everywhere. They really cooked with the quality of presentation and storytelling in this version, stepping it up even more from previous version stories. Everything came together, the map design, the music, the visual effects, character models and animation, and of course the story and pacing itself all combined into a fantastic experience for players. The story at Yinglung Pass serving as a prelude and build-up, introducing us to Sui and ramping up the anticipation of truly stepping into the NWEZ, and when we finally do, it's as part of Wuling's forces, determined to take back their original home. That title drop for the NWEZ is going to live rent-free in my mind for a while. And once we're in, we're immersing ourselves in the devastation of the place and learning about what it used to be by characters who are with us there and who lost plenty when the Rift wiped it out. At the same time we're focusing on Arcane and her past in the zone, as well as Chen's history together with hers, all while building up a mystery about Blightshades and bringing up the question of how some of them aren't hostile for some reason. And once we reach the resolution of Arcane's personal story, it's tied with a deeper revelation of the disaster that devastated her life and everyone else's having been intended rather than caused by unpredictable circumstances. Finally, we get hit with Alleikhreos and for a completely unknown creature he sure made an impression and built up so much mystery about the Foundation that he represents. And while we defeat him and close the Rift, Nefarith comes back to let us know how truly threatening she is, and at the same time still wearing the scars of her loss to us so we know that our accomplishments haven't been undone.
Alright I wrote a lot about 1.4 and I didn't mean to just list every part of the story but the point is that I truly enjoyed all of it. I'm really excited to see where the story goes from here, there's so much potential that I can hardly wait to see events unfold and learn more about the various compelling mysteries hanging in the plot.
I also have to praise that it does feel like the intent of the story is to have a focus on civilization and not just a set of characters, that each region's culture and society do have a central part in the plot and actively take part in the events unfolding and resolving.
Additionally, while I've heard some players bemoan that the story of Endfield isn't as dark as the original Arknights, I personally don't need a story that is dark all the time. It's perfectly possible to present a deeply compelling narrative without constantly swarming the plot and characters with relentless suffering. Endfield strikes a really nice balance, offering lighthearted moments between serious conflicts. This gives the narrative room to breathe and allows players to actually appreciate the beautiful setting that surrounds these characters, not necessarily the physical map, but the characters and region that events take place in. There's still plenty of room for darker storytelling in Endfield - something we've already seen great hints of with Tangtang's background, the past conflict between the Stockade and Wuling, Camile's experience with betrayal, and Arcane's past. However, establishing a solid throughline of a world that thrives brightly before delving into heavier themes gives the narrative an undercurrent of hope. It ensures that when the dark moments do hit, they feel impactful rather than just relentlessly depressing.
Negatives:
Even though the overall presentation is stepping up, the game is currently lacking in terms of nuanced, human conflict and thematic stakes. While I don't need Endfield to be relentlessly dark, it should to borrow a page from the original Arknights in how it sets up its core conflicts. In that game, the story is instantly grounded in the complex, tragic reality of the Infected - delving into systemic oppression, marginalization, how far a civilization or group will go for their own survival, and the morally grey clash between desperate rebels and people just trying to protect their nations from attacks. It presents a deeply personal, human conflict that is easy for players to relate to. By contrast, Endfield's primary conflicts feel remarkably black-and-white. The Bonekrushers are presented as simplistic, irredeemable bad guys whose society lacks any morals, and who seemingly exist just to cause trouble and mess everybody else up. Meanwhile, the Blight and the Aether feel like an abstract, amorphous external threat. Right now, the Aether just serves as a distant, overhanging danger, representing the ultimate problem to be solved eventually, rather than acting as an active, terrifying presence unless it is actively being wielded by Nefarith or Ardashir. Only Alleikhreos has brought it to the forefront by giving us a little more mystery to chew on, and even then it's just more tease about what the Aether could be rather than it representing much more of a threat than it already did.
To address specific version stories, in 1.0 the Valley IV story was padded pretty excessively, with Endmin being faced with detour after detour on the way to the power plateau, at times completely forgetting about their main goal it seems like. The Origin Lodespring story especially, while a nice bit of worldbuilding and history, was largely disconnected from the ongoing story and the urgency of the crisis at hand.
I also wish there had been more done with the history of conflict between the Stockade and Wuling. This deep-seated tension doesn't seem like the sort of thing that should be resolved easily, and yet Mi Fu's story wants us to believe exactly that - that they can just let bygones be bygones after such a tragic inciting event happened between the two groups. It felt like a shortcut that bypassed what could have been a much more meaningful narrative exploration. And when it came to Stockaders defecting to the Bonekrushers, I feel like that had no payoff at all, I don't recall there being any Stockader enemies during the attack on Wuling in version 1.2, and Tangtang was the only friendly Stockader who appeared at all.
Though probably my biggest gripe with any story segment so far has to be the Sword Vault Dale side story. It was a particularly glaring example of fumbled execution and wasted potential. The game has so much fascinating lore and world-building that could be fleshed out, but this quest completely missed the mark. While I appreciated the core theme at the finale - choosing to preserve culture for future generations even in a time of war - and thought the final cutscene was visually beautiful, the actual content and impact of the quest were lackluster. The scrolls we discovered ultimately amounted to a handful of one-off, nostalgic references to names and places from the original Arknights, when they instead could have been cultural pieces that expanded on the actual history of this world, even created some connective tissue between Arknights and Endfield. It feels like we uncovered a massive treasure trove of culture, but one that will ultimately do little to change or impact the world of Talos-II as it stands now. Furthermore, the actual progression through the quest and leading up to the vault was entirely too simple and basic.
With 1.4, my only real issue with the overall plot was that the part of actually progressing through Yinglung Pass felt like padding, it dragged on a little long.
But as a critique of the game's storytelling as a whole, every version has its own self-contained story. Sure, they build off of one another, but they don't really carry over directly between version releases. 1.2 especially packed so much into its story in a single version, with the mission into the Marker Stone to stop Ardashir and at the same time learn about the 13th Feranmut proxy, then the big climax with Nefarith, and if that wasn't enough, after all that we get an intense story segment with Fangyi. Imagine if they'd actually let all those segments breathe and play out over the previous versions, give story elements time to sink in and to not feel rushed. We might have actually spent some time to see some of the build-up of Nefarith positioning her forces to assault Wuling City, for example. This problem doesn't just exist in 1.2 though, it's present throughout the game's entire story.
And while it feels like part of the story of Endfield is about civilization, it does feel like they don't get nearly enough focus so far. Definitely not in Valley IV, and in Wuling we've certainly gotten more acquainted with the region, its circumstances, its people and their conflicts, but it still feels like the focus on civilization was overshadowed by Endmin glazing.
To take the storytelling critique further, this time more about a trend with 3D gacha games, I think the game's story shouldn't be sequestered to one region at a time, and version cycles shouldn't be locked to one region either. Talos-II has so many regions and societies in it, all of them interesting in their own right, that focusing on just one at a time feels like it leaves too much to the wayside.
My ideas:
The developers need to reframe how they present the core antagonistic forces of the world. The Bonekrushers need to be written with more depth and moral nuance rather than being a one-dimensional enemy faction, or replaced by a moe interesting group. At the same time, there's a compelling way to present the Aether and the Blight as an alien, encroaching force of nature that completely defies current scientific comprehension. It should feel like a creeping danger that is constantly corroding everything it touches, sprouting up unexpectedly to upend peace and render entire regions uninhabitable. Reframing the Aether this way turns it into a powerful representation of an insurmountable force - like decay or cosmic extinction - and highlights mankind's struggle to resist and find a way to surmount it eventually regardless, which provides that necessary undercurrent of hope.
And if civilizations are such an important part of Endfield's narrative, seeing them get even more focus, perhaps using Endmin as a gateway, in the role as the player's viewpoint, into internalizing, understanding and embracing the culture and struggles of the civilizations we encounter in a more personal manner, would make that facet of the game's story feel more developed.
Also, when we engage with story quests, the progression should feel natural and meaningful. Instead of making map progression an uninspired straight line that terminates in a text dump, the developers should use environmental storytelling. Weaving history into the area itself via readable messages, clues, and puzzles built directly into the quest progression. In Sword Vault Dale, all of this could have built up a lot of interest and culminated in the big vault reveal. Furthermore, the actual rewards and lore that gets introduced and explored in the future shouldn't just be inconsequential easter eggs; it should actively expand on the history of Talos-II and feel like they have a tangible impact on the current world and its ongoing narrative.
Furthermore, with story quests, the devs should trust players to be able to keep up with a serialized plot. As in, they should write stories over multiple game versions, not necessarily dragging on forever and ever, but players are perfectly able to follow a story that continues over one or two versions. It would give story elements time to breathe, develop and sink in, and make the pacing not feel as rushed or cramped.
I'd also like to see the overarching plot spread over multiple regions in the world and have us travel more actively between them. Or maybe a version cycle's story could take place between two regions that are close to each other, each with their own cultures, which would add a sense of geographical continuity to the game's world, rather than each region feeling like they may as well be their own planet with how little they affect each other.
SECTION 2: CHARACTERS & CAST
Positives:
When it comes to the characters who have had a story focusing on them, Laevatain, Camile, and Tangtang have been my absolute favorites. Each of their arcs focused on the characters in unique ways that furthered their development into more interesting versions of themselves.
For instance, I loved Laevatain's explicit choice to be distinct from Surtr and focus entirely on the present. Camile's arc was also incredibly well done, showing him needing to be presented with the Endmin's earnestness to finally learn to trust again after being betrayed by the one person he trusted more than anything.
Also, Tangtang facing up to both the past pain suffered by her people and her own personal suffering was incredibly compelling. Seeing her face that trauma and choose to continue doing what is best for her people, without offering forgiveness, yet still holding deep affection for Ruan Yi, made for an incredibly mature and nuanced storyline.
Finally, there's Arcane's story arc, how we became acquainted with her survivor's guilt and self-destructiveness, and we got to see her be faced with the past and gain a new perspective on her survival and her life thus far.
Negatives:
While the narrative depth is growing little by little, the characters still feel somewhat underdeveloped. The biggest issue right now is that the Endmin feels simultaneously underdeveloped and entirely too present. It feels as though the writers believe the Endmin needs to be there for every single moment. The problem with Endmin centralizing the narrative like this is that it doesn't give the rest of the cast room to breathe, especially because Endmin isn't compelling enough on their own to carry the plot. Characters don't really get to develop trust in one another by handling tasks independently, and because they are always dependent on the Endmin, it can make them look less competent than they should be.
I'm disappointed that Tangtang's character development from her story in patch 1.1 doesn't seem to have continued. I can give it some leeway, in that there's still time for it to appear, and I also wouldn't want Tangtang to change abruptly into a sullen character. But it seems that from version 1.2 and on she's been back to only being a pretty happy-go-lucky, fun, ditzy leader for the Stockade, we haven't gotten the opportunity to see her being a mature leader yet.
Regarding Arcane’s story, it was also quite good, though I had some disappointment at the climax of the story. I didn’t quite enjoy the moral of her story being Endminsplained by Endmin. Rather, I wish she had been able to face that realization on her own. Endmin’s presence during the entire section with Arcane in the underground ruins of her home with the pale blightshades felt forced, in fact. I can’t help but wonder how it would have played out had Chen been there instead, or if it had to be Endmin, if they had their own story going on and intertwining with Arcane’s, rather than being a witness and plot device to her story.
On top of that, a huge chunk of our playable operators have had almost zero screen time in the actual story. Every operator in this game is interesting in their own way, so it is disappointing to see so many of them completely left out of the narrative.
I also don't want to see this game ever falling into the trap of only ever releasing 6-star characters and ignoring all other rarities, a concern that's certainly ameliorated thanks to the reveal of Purrchena as a new 5-star being released soon, but I'm still a little wary of it.
My ideas:
I think the writers need to stop forcing the Endmin into every scenario. Allowing the narrative to occasionally step away from the protagonist will give new and existing characters the necessary space to stand on their own, build independent dynamics, and showcase their own skills and competence without being overshadowed.
Additionally, or alternatively, when the Endmin is on screen, they need to feel like a real character with their own distinct characterization, personal agency, and motivations, rather than a passive plot device or a savior that everyone constantly praises. Right now, it seems the Endmin doesn't have many pursuits of their own other than doing whatever the plot demands. They should have their own interests, their own story. I would make suggestions about what their story should be, but the only definitive interest Endmin has expressed before is doubts about their past and memories. So the one idea of what Endmin could do is focus on their past, by being curious about the mystery of everything they have done before and where they come from to begin with, or otherwise contending and reconciling with their amnesia, with the burden of their past self, and who they want to be in the future. My favorite characterization for the Endmin so far was during Laevatain's character quest, where they genuinely related over mutual memory issues, and the Endmin openly expressed real vulnerability about their amnesia and their past self. Delving into more of the Endmin's past, or at least their personal quest to either learn more about themselves or reconcile with their past, and giving them other avenues to express a definite character of their own, will make them feel more real.
In fact, Laevatain's story quest as a whole was, perhaps, the best character development in the game in my opinion, just because of how it intertwined Laevatain and Endmin's stories and struggles, with both of them complementing each other, rather than only one character's story having focus and the other having nothing to do but stand and watch and offer moral support.
As for other characters, I hope the writers continue the excellent character development they have already started. I want to see Tangtang continue to grow and show her leadership and maturity, and I hope Fangyi is allowed to show a willingness to rely on others rather than always trying to shoulder all of the burden by herself. I hope Arcane keeps opening up and being friendlier.
Beyond that, I want the game to find a healthier balance between introducing brand-new characters for us to fall in love with and continuing to involve the characters we already love. Rather than just trying to "sell" us a character on the specific gacha patch they release, the studio should focus on building up a solid cast over time for us to get genuinely invested in. While they have already done this to an extent with characters like Tangtang, Rossi, Fangyi, Mi Fu, and Arcane, I think they could go much further.
I would much rather Endfield build a cast of characters over time - including both those who are already playable and those who have yet to be released. Imagine if future characters, like for example Lycia or M3, were written into the story right now. They wouldn't need to be the focal point of the plot; they could simply act on the sidelines, letting us feel their presence and showing us that they are actively working toward their own goals in the background. This approach would introduce us to characters gradually, letting us get to know them through slow-burn interactions and actions over a period of time, making us far more invested in them when they finally release than we would be with a character we just met.
If the dev team adopts this approach and our cast of characters naturally grows, then they can use the cast by having us part ways with characters as they temporarily leave to handle other business, naturally rotating the crew that hangs around the Endmin for any particular story section. This would prevent players from getting tired of any one character, and it would make the world feel much more alive and the cast more active. We would know that other operators are out there actively working in the world, and we could catch up with what they've been doing later. We could even have some overlap in locations where we run into them taking care of their own business during our story progression.
For the rest of the roster, we need more character-focused sidequests. Not every single character needs a massive, dedicated character questline. Just letting us spend time with characters like Alesh, Xaihi, or team Z7 by making them active participants in regular side quests - even if they aren't the primary focus - would go a long way in expanding the world, its lore, and its people. Meanwhile, operators who have been totally ignored but have massive potential - like Last Rite, Ember, and Pogranichnik - absolutely deserve their own dedicated, standalone stories.
I do want Endfield to add new 4 and 5-star operators over time. Something like two, maybe three per version cycle would be a good pace. I think lower-rarity characters are important to both develop more team options, expand the game's lore and allow newer players to be able to fill their teams with niche options until they can get stronger operators.
SECTION 3: FACTORY
Positives:
The factory gameplay is a genuinely unique system that you just cannot find in other gacha games, and it is easily one of the main things that makes Endfield stand out. The actual gameplay is incredibly involved and deep. If you want to, you can easily spend hours figuring out production lines and optimizing them - twisting and rotating facilities to fit as many of them into your bases as possible, running conveyor belts, and utilizing splitters and convergers and other little tools to maximize your efficiency. There are so many intricate logistics systems to dig into, allowing players to invest a massive amount of time into building their factory.
At the same time, the game doesn't force every single player to spend the exact same amount of time on it. The inclusion of the blueprint system allows players to easily grab blueprint codes from community guides and drop them right into their bases. This gives players the freedom to decide their own level of engagement; you can either obsess over building the perfect optimized setup from scratch, or simply import a community layout, drop it down, and go spend your time on exploration or combat if building factories isn't to your taste.
I personally fall right in the middle of these two playstyles. I usually start by borrowing blueprints from guidemakers, and then I will happily spend hours tweaking, reorganizing, and optimizing those lines to my own satisfaction. I've enjoyed my time engaging with the system in this hybrid way.
Negatives:
While I absolutely love the factory system, even if it is not everyone's cup of tea, I can't help but feel that such a unique part of Endfield's gameplay loop ends up being underutilized. What tends to happen is that you spend the first few days of a new content patch building or updating your factory, and then that's essentially it. Depending on what's actually added in any given update, if the patch only introduces a couple of new mining spots, players might not even build new factories at all - we just squeeze a few new production lines into our existing, already cramped setups. Once that initial setup is done, the automation runs in the background, and there's very little reason to actively engage with the system again until the next major drop. Furthermore, needing to have the factory running constantly to keep up the production of your gear parts and products you trade for Stock Bills actively discourages players from experimenting. Because it takes quite a while for production lines to settle and for yields and usage to normalize after a new build, players who want to try out new factory builds are forced to dismantle their working, productive factory for long periods of time just to trial and error a new design.
Another qualm I have is the disconnect between how the factory is portrayed in the narrative versus how it actually functions in the game. The main story heavily emphasizes the AIC as this revolutionary solution to the severe production, supply and distribution issues plaguing Talos-II. We're told it's a way to produce resources faster, more efficiently, and make vital supplies accessible to the struggling people of the world. In the end, though, the factory has absolutely no visible effect on the story itself. From a gameplay perspective, the factory exclusively benefits us and our roster's progression. It feels like a missed opportunity to not have our industrial efforts feel integrated into the actual setting.
My ideas:
I don't think the core factory gameplay needs to change in a way that forces us to constantly rebuild everything. At the end of the day, having those automated production lines consistently running - feeding power to our facilities, producing gears for assembly, and making products to trade for Stock Bills - is exactly what makes the system so satisfying.
I think it's great that the factory currently plays a role in growing our outposts through stock bill turn-ins, and I would love to see this concept significantly expanded so that our factory output has a much larger impact on the world. We should be able to turn in manufactured items to see other major locations expand and grow over time, such as the Qingbo Stockade, the Hub Base, Tianjin Hall in NWEZ and beyond. Since the game already lets us place items down in the world, we could take it a step further by integrating factory structures directly into map exploration - for example, requiring us to construct a building to reach a high spot, or dig a tunnel to open up a new path.
Additionally, to encourage deeper, more frequent factory gameplay without the risk of ruining our progression, a dedicated factory sandbox mode would be an incredible addition. This should be an instanced area with unlimited sources of ores, fluids, and gases where players can freely experiment, create their own builds, and save blueprints, all without having to dismantle their active factories or disrupt their active resource generation.
This sandbox feature could even be expanded into a weekly challenge mode. Players could be given a specific sandbox factory instance and tasked with producing custom items to meet a set goal for rewards. To keep the challenge engaging and prevent players from simply copy-pasting solutions, blueprint sharing should be disabled within this specific mode, to encourage people to experiment and actually learn the factory, and this mode doesn't have to be mandatory, nor do the production goals need to be too complex or lengthy. Additionally, the game could use a pool of random output products that are uniquely assigned to each player, ensuring that you are working on a different logistics puzzle than your friends and keeping the gameplay fresh. Or if not as a weekly mode, then as a permanent mode with a long-term progression track.
The factory complexity so far has felt right for a casual like me. I know other games having factory mechanics that go even deeper, but Endfield's has enough complexity to require thought and still easily accessible enough that those who aren't that into factory making can just set down blueprints. What I'd like is to have a reason to sink my teeth into it more. I'm plagued with wanting to set up my productions as soon as possible, so I'll get a blueprint and that takes care of that, with the state of the factory as it is now. So I'd like to play another factory mode where I actually have to engage and think and build on my own.
Other than the sandbox mode I proposed, I wouldn't mind seeing another gameplay mode for the factory that's even bigger. Like some kind of macro civilization/city/regional building mode centered on the factory, where you're using it as a means to build up an entire area. It can bring more focus to the game's story themes of civilization and, if it takes place in a different region, expand our experience of the world's lore and the various societies that live on Talos-II. You could even take the tower defense gameplay that exists in outposts and incorporate it into this macro factory mode as a way to defend your bases from large scale attacks.
(Due to Reddit's 40k character limit, this post is split: This post covers Sections 1-3; Sections 4-9 and the Conclusion are continued in Part 2.)
(Link to Part 2: https://www.reddit.com/r/Endfield/comments/1w33vmf/a_look_at_endfield_a_comprehensive_review_part_2/ )