

If you're a fan of stealth tactical action games, especially the Mimimi ones, you'll enjoy this game. The game's got lots of personality and creative mechanics, and it's reasonably priced. On the other hand, if you're new to the genre, Shadow Tactics and Desperados 3 are probably a better introduction to this type of gameplay before returning to Sumerian Six, because they're a bit more polished. I truly enjoyed the creative takes on the standard abilities common to the genre. The "sniper" doesn't have limited ammunition, but his arrow needs to be recovered from the dead body before being used again. The "strong man" who can kill tough enemies or multiple small enemies at once needs a moment to transform first, which draws attention and disables crouching. The "spy" leaves a visible crouching body at the spot where he initiates the "disguise", and the disguise has a limited range around that spot. The trap throws its victim, which is sometimes a blessing because it enables easier hiding, but usually a curse because the flying body is visible even over walls. Besides the usual abilities which attract enemies (whistle, "throw rock", "medical bag"), there are also some abilities which repel. There's also an interesting variation on the dog enemy and on the tough enemy. Even the setting is kind of a variation on the original Commandos. On the downside, balance could be better. Some of these creative new abilities are downright OP (invisibility, human bomb, dissolving stab) and some of them I've almost never used (the jumpy trap). The game is also a bit buggy, but I never ran into a game breaking bug which a 3 minute old autosave didn't fix. All in all, I had lots of fun playing the Sumerian Six. I'm glad there's someone continuing to make these games after Mimimi shut down. And I'm happy that it's not just a by-the-numbers copy-paste of existing games. The devs took risks and made it their own.

I always liked the idea of RTS games, but was never able to enjoy them because they're stressful, there's too much multitasking involved and it's not always obvious what you did wrong. If you're like me, you may like H:DoK. If you're an old fan of the genre, maybe trust other reviewers instead. I consider the original Homeworld a masterpiece (at least the parts I managed to see before giving up) and this preserves much of the original's atmosphere without being as difficult to control since it's in 2D. It was the first RTS I didn't give up on half-way and managed to beat. The atmosphere and storyteling is effective and it looks beautiful. The campaign felt just stressful enough, without being overwhelming for me. Micromanaging your units helps greatly, but is mostly unnecessary. In fact, it becomes less and less necessary over time and my main criticism is that the final two missions were a complete cakewalk amassing effectively infinite resources and a large artillery group with battlecruisers to protect them and scout out their targets. Most other people's criticism seems to be centered on three things: game being too easy, AI being dumb and there being no active pause. The difficulty didn't bother me and I actually liked the way normal felt, except for the final missions. I did feel stressed occasionally, but not too much after I figured out how the game works. I didn't feel like the AI was dumb, but I'm a newbie. They did try to bait me and their ranged units did try to keep distance so it felt smart enough to me. As for the active pause, the devs added it in a patch but I don't recommend it. I tried playing like that, but it completely ruined the experience for me. Then I restarted the campaign without using it and preferred it that way. So in conclusion, get it for the atmosphere and the story. Don't be afraid if you're not a fan of the genre. If you're a veteran, it'll be a cakewalk and you may not like the gameplay.