Posted on: March 16, 2016

Ariod
Verified ownerGames: 345 Reviews: 4
Poor Combat Design Ruins Potential
As captivated as I was by the concept, story, and gameworld, the weak combat design in this game made me quit before ever getting to the mainland. Not only is the combat simplistic, but it also feels strangely detached from the events on the main map, and breaks the awesome immersion that I felt while playing on the main map. The basic problem is that you can only use 6 of your characters in any battle. Even though your entire team of 10-15 or so is right there with you, only 6 fight, while the others apparently stand around 20 feet away and watch. Combat maps are also tiny, as they are built for a battle where you always have 6 or less characters vs 6-12 opponents (yes you are often outnumbered too, but STILL your other characters and leader never get involved in the fight). In the game, you are venturing through a semi-unexplored wilderness with a tiny squad-sized company, badly outnumbered and surrounded by potential enemies. Obviously, in any realistic, life and death, small-scale situation like this, the ENTIRE TEAM would be fighting, INCLUDING the leader. And the turn-based system, which is overall solid yet very simple, badly needs more combatants involved to give it some more tactical options. It would be incredibly easy to control 10-15-20 characters in this simple system with no time pressure, and involving the entire expedition in most fights would have made the game more fun AND the scenarios more believable. As it is, I feel like I'm directing an expedition of conquistadors to the new world when I'm playing on the main map. When combat starts I feel like I am playing a poorly designed video game. This game badly needs an auto-resolve option, but doesn't have one. Everything about the game outside combat is awesome, the devs did an incredible job with the gameworld and story, and I absolutely love the historical scenario. But the combat is the meat of the game, and this makes it very hard to enjoy the atmosphere and storytelling.
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