Posted on: October 19, 2019

Patrick_Dugan70
Possesseur vérifiéJeux: 89 Avis: 4
Best RTS since Starcraft
My wife hates this game. She resents me playing it. I love it. It made me cry. Not because of a character being killed or anything, but rather, because of my time being killed. The #1 complaint people have about this game, is how punishing it is. Have you ever put months into a Dwarf Fortress game, delved too deep, and lost it all to an unexpected demonic invasion? This game condenses that experience into the first 3-8 retries of the first 30 minutes of most late-stage maps on high difficulty, and one baseline difficulty for those who have not mastered the basics of building cheap walls early and often. I told myself, this is the most fun I've had playing a game since Minecraft. And I've played all the best (by my tastes) games released on Gog and on PSN over the last 5 years. But this is really fresh. It's not afraid to be Nintendo Hard, it has a great quintile structure in its tech tree and base-economy development, and unit access. The units all feel like a distinct gameplay and punching up to the next unit changes the game dynamic. Great acceleration flows with Battels + Exploration missions rewarding tech points and helping you unlock more of that power-up feeling. Tactics change dramatically based on units unlocked. Late-game unit mix on both sides is interesting. Most RTS involve like-sized/mixed matrices of units. This goes another way, it's about stark asymmetries. Can't recommend enough, but only for those who can budget 3-5 hour sessions and will accept defeat gracefully. Screaming in agony in your home is not recommended. I wrote a long-form Reverse Game Design treatment for this gem, including RTS history/comparative analysis. Trying to get it published on The Game Design Forum. Students of the genre must play this. Include it in the game design academic curriculum.
Trouvez-vous ce commentaire utile ?