Posted on: December 18, 2015

lmfsilva
Zweryfikowany użytkownikGry: 289 Opinie: 4
Exactly what you'd expect.
Good thing: It's AoEII with Star Wars! Bad thing: It' just AoEII with Star Wars. What does it mean? That while it is still based on one of the finest base-building RTSs ever, it is limited by a Venn Diagram where the overlap isn't quite perfect. Perhaps, the biggest drawback is how all factions all look similar despite bonuses - for instance, one would expect the Empire to require a massive web of support (something like Cossacks' required unit maintenance) in exchange for a much faster output of units and research, or even having the ewoks (look, nothing is as fun as hunting ewoks on Battlefront. NOTHING) only being able to construct in tree areas while having every tech very simple but also extremely cheap and units hard to kill (not by increasing hitpoints, but giving every attack that isn't area damage a chance of missing) and lacking a strong attack, and being capable of crossing through woods - while larger units such as the AT-AT wouldn't even be capable of getting close to threes or buildings, making gameplay different between each civilization instead of repeating the same strategy over and over. The abundance of Jedi/Sith does not make much sense with the original trilogy civs, and could have been solved with simple things such as replacing the Jedi with other unique units (such as the Imperial Guard) and putting in a hero system where the player can summon a massively overpowered main character from the films depending on certain conditions. Focusing on what it does well - and there's plenty of it - SW:GB is a testament to both the quality of the GENIE engine, and of the Star Wars universe. Unfortunately, that the apple does not fall far from the tree also means it feels short on many areas, and a bit of "AoEII in space!"
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