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A 21 personas les pareció útil esta reseña
13 personas encontraron divertida esta reseña
57.9 h registradas (11.2 h cuando escribió la reseña)
Reseña de acceso anticipado
Under the visionary leadership of Amplitute Studios this will become a proud and powerful game. It is time to rise up, buy the game, and seek our destiny among the stars.

Imagine the campaigns that you can build. You shall construct great fleets, send them out to make great discoveries, and through their conquests secure your place in the rich campaign map.

You will discover new sciences and new life. You will greet new people and turn them into assimilated pops. Together we shall leave our mark on the space 4X genre. For, with games2together, we can mold the game to our hearts desire.

Whatever the cost ($30), whatever the effort (bug reporting), let us not shy away from the greatness that is Endless Space 2 early access.
Publicada el 16 de diciembre de 2016.
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A 151 personas les pareció útil esta reseña
5 personas encontraron divertida esta reseña
164.5 h registradas (80.9 h cuando escribió la reseña)
It's like an RTS in FPS form. The dedication to balance, the intensity, the pressure, the adrenaline, the planning, the deliberateness of every action. Also, sometimes, the intense rage.

Superb game that hooks into you and makes you want to buckle down and learn it.
Publicada el 20 de octubre de 2016.
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A 26 personas les pareció útil esta reseña
1 persona encontró divertida esta reseña
5.6 h registradas
The gunplay is terrible. Shooting guns is not fun or satisfying. That's all you need to know.

But you should also know that the hit detection, movement, animations, sound effects, and load times are also bad.
Publicada el 23 de septiembre de 2016.
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A 7 personas les pareció útil esta reseña
3 personas encontraron divertida esta reseña
2.8 h registradas (2.5 h cuando escribió la reseña)
This is a game that I vaguely recall liking when it was new, but every time I've tried to replay it the experience has been pure boredom.

Here's how the game goes:

- Go to quest giver.
- Have exposition delivered by a third rate voice actor speed reading his lines.
- Drive to the mission area.
- Have your drive interrupted by an enemy checkpoint, even if it's the same faction that you're doing a mission for.
- Drive some more.
- Interrupted by another checkpoint.
- Get to mission area, kill everyone there, then enter a safe zone building for more story delivered by an auctioneer.
- Drive for 10 minutes back to the town to get another quest, clearing out the checkpoints you just cleared out a few minutes earlier.
- Repeat.

It has some things going for it. The world is beautiful, but it's completely empty with no reason to explore it. The weapon sound effects are fantastic, but the gunplay is unsatisfying because enemies take 10+ hits to die. The story is interesting in a general sort of way, but it's told in the most boring way possible.

This was a prototype for the Ubisoft open world games that they pump out like a factory these days, just like Assassin's Creed was. And just like Assassins Creed, it's basically a beautiful world with almost no content to fill it. The developers knew that which is why they designed the game so you spend 50% of your time driving in order to pad the length.
Publicada el 27 de junio de 2016. Última edición: 27 de junio de 2016.
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Nadie ha calificado esta reseña como útil todavía
6.0 h registradas
It's like a Punch Club where you actually fight people.
Publicada el 20 de marzo de 2016. Última edición: 9 de octubre de 2017.
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A 588 personas les pareció útil esta reseña
21 personas encontraron divertida esta reseña
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13.6 h registradas (12.0 h cuando escribió la reseña)
This is a game judged harshly for what it isn't and what people thought it was instead of for what it is and what it was meant to be. What this game isn't is a grand strategy game seeking to model every cultural and economic aspect of running a nation in Europe in the early 19th century. What this game is, to put it simply, is a Napoleonic version of Hearts of Iron. It's purely a war game and that's all it aspires to be, and as a war game it's pretty enjoyable.

Thus the mechanics of everyting relating to the military are deeper than most, if not all, Paradox games barring Hearts of Iron itself, and everything else is simplified. You can't adjust taxes (though can take out loans in an emergency), you don't need to justify declarations of war, war begins almost immediately after you unpause the game, and technology is represented as a linear set of techs organized by category that you purchase with "idea points" that accumulate each month.

The entire point of the game is the military and that's where the depth comes in. Similar to Hearts of Iron, provinces are very small to allow for maneuvering, and most importantly, armies are extremely customizable.

  • First, each army has a main commander as well as up to four subcommanders, one each for the left, right, center flanks, and the last for the reserves.
  • Then, units in the army can be manually distributed between the flanks and the reserves so it's organized just how you like it.
  • Finally, the main commander and the four sub commanders all have independent tactics you can set for them, with the main commander having unique ones. Some examples include scorched earth, standing your ground, delaying, entrenched defense, feint, etc. with each having their own requirements that need to be fulfilled in order to be usable (for example, "feint" requires the flank to have at least 15% light infantry and 15% cavalry in order to work).

So you could have a right flank that entrenches and stands their ground, a center flank of line infantry that conducts a feint, and a left flank of elite guards that conducts a counter punch to enemy troops caught in the feint, each with the perfect commander to accentuate the tactics. As an added bit of Napoleonic immersion, it tracks the number of enemy flags captured for each brigade, which had an deep impact on troop morale.

The possibilities are endliess and no two armies are alike. Unlike every other Paradox game that isn't Hearts of Iron, this game's combat isn't a simple matter of just shoving two doom stacks into one giant province, watching floating numbers for a few seconds, and the other one scurrying off. It's about creating highly customised and unique armies commanded by countless possible commanders in order to give yourself a tactical edge. Combat is deep, nuanced, constant, and satisfying.
Publicada el 24 de marzo de 2015. Última edición: 24 de marzo de 2015.
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A 97 personas les pareció útil esta reseña
5 personas encontraron divertida esta reseña
169.5 h registradas (72.0 h cuando escribió la reseña)
Victoria II is the Godfather of grand strategy games if you ask me.

The combat is complex enough without going to the extreme of Hearts of Iron 3. That's not the point of the game, though. Warfare in Victoria II, like in real life, is a means to an end, not the point itself or why you should buy the game.

What makes it truly shine are the politics and economics which give Victoria II the best stuff to play around with during peacetime out of any other Paradox game, something sorely lacking in pretty much all the others, as well as machanics that provide a narrative to your campaign that makes it feel like you're actually playing a nation in the world, and not simply part of a multiplayer game with AI opponents.

It makes diplomacy a lot more interesting and plausible than usual by modeling a system for instigating geopolitical crises, so gigantic wars between major powers erupt for actual reasons instead of endless gamey world conquest (except against uncivilized nations, which you can pretty much do with as you please, but that's historical for the time). Even the tiniest nations are playable because you can use the crisis system to get major powers to back your claims to conquered cores. Playing Greece and want your northern cores back from the Ottoman Empire? You can never defeat them alone, but if you can get the United Kingdom or Russia on your side, it's entirely possible to fulfill your wildest revanchist dreams.

It has a deep (but not impenetrable), economic system that makes makes that aspect of the game very interesting and engaging, as opposed to just placing a merchent guy on the map and collecting fees. This era saw the rise of industrialism and tycoon capitalism, and they've done that justice.

The politics system is very good as well. Poor, middle, and elite classes all have their own wants, needs, political desires, etc. that break down to an impressively small scale. The white yankee catholic factory workers will want one thing, while the black protestant southern miners will want something else. If you don't handle politics smartly, you can have a revolution on your hands, which could even end with your government ideology completely changing. It's entirely possible for the United States to become a fascist state, a Marxist-Leninist republic, or even return to monarchy.

It's simply the deepest, best, most fun game Paradox has ever released in this man's opinion.

10/10, would stamp out wickedness again.
Publicada el 27 de noviembre de 2014. Última edición: 27 de noviembre de 2014.
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A 77 personas les pareció útil esta reseña
43 personas encontraron divertida esta reseña
0.0 h registradas
So your Mongols aren't Arabs.
Publicada el 1 de octubre de 2014.
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A 71 personas les pareció útil esta reseña
39 personas encontraron divertida esta reseña
0.0 h registradas
So your Africans aren't Arabs.
Publicada el 1 de octubre de 2014.
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Mostrando 21-29 de 29 aportaciones