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Recensioni recenti di Unzen

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Visualizzazione di 41-50 elementi su 87
109 persone hanno trovato utile questa recensione
3 persone hanno trovato questa recensione divertente
0.6 ore in totale
Had high hopes for this - coming from a Harpoon background and having got the original Command game. The increased visuals clinched it for me - adding another layer of dynamic real-time action to the game.

What isn't made expressively clear is that to see the 3D View displayed within the promo videos, you need Tacview installing. Which itself isn't mentioned as a requirement until the eleventh paragraph in features. "* Support for real-time Tacview 3D view (NOTE: separate purchase of Tacview Advanced edition required)"

To get that, you need to fork out a further £40+ on top of the pricey £31.49 that already been discounted by 50%. Without discounts - you're looking at a £100+ purchase.

Far too expensive for what it is.
Pubblicata in data 20 dicembre 2019. Ultima modifica in data 20 dicembre 2019.
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127.0 ore in totale (19.1 ore al momento della recensione)
It's surprising to think back and realise that I first dipped a toe into the first iteration of the Civilization universe some twenty-six years ago. Since then, the game has grown in complexity, scope, ambition and clearly in terms of visual effects and audio.

Civ VI is the latest release of the de facto empire building genre. The game shouldn't appeal on the scale that it does - yet so well-crafted is the presentation of the game, that newcomers along with veterans to the series can find their own space within it and progress how they see fit.

As such, Civ VI is one of those titles that occupies that rare talent for catering to the needs of the many - without alienating any group in particular. Players who have previously ignored such a game can pick it up in no time - whilst experienced players will actively search for the fresh nuances and capabilities within it.

There's a well-used phrase that perfectly sums up Civ VI - that of "Just one more turn". I've done that recently myself where a game started at 8.30pm, soon saw the clock reach 1.30am - without any obvious passing of time. It’s a time-sink - making you think of more elaborate plans to match your ever-expanding empire. It starts off with you casually clicking 'Next Turn' having kickstarted the building of a new granary and moving your singular warrior unit towards that unexplored section of the map. The game then processes the moves carried out by the other players and back you go to your own choices.

You send your warrior unit further into the unknown, the granary ticks off another small section of completion and now your advisors are requesting what should be researched next. Do you choose irrigation to further your farming, or maybe select animal husbandry to gain the benefits of retaining cattle? Of the several options that usually appear, an advisor preference is assigned to what they deem to be a priority. Such advice can be taken onboard and agreed with by the new player or completely ignored and overridden by seasoned players.

More events appear. You fend off the occasional barbarian scout unit and make contact with your first civilisation. Initial greetings soon grow into trading routes and the spread of religion. You might find that a desperately needed resource suddenly appears within a new stretch of land that you've just explored. Getting a builder unit over there is imperative - though now you've got several units and buildings in a build queue - and that builder will have to wait.

For the player, the game does an amazing job at containerising essential information turn after turn. It's difficult to let important updates to slip by, yet rather than bombard you with useless and repetitive feedback - Civ VI cherry-picks the most vital. Due to this, you never feel like the game is overwhelming you - rather it's a helping hand on events that could really do with your intervention.

Civ VI is not a swept board of accolades however. In purest core form, it's easy to feel that it lacks substance. The mechanics and structure are all there - but the content is thin on the ground and lacks variation. As is common these days, expansions and DLCs are seen as a method of extracting extra income from the players - often with mixed success. The expansions of Civ VI are not exactly cheap and added to the core game price itself, the overall cost can appear prohibitive. However, with the Rise and Fall expansion, you add the concept of loyalty, along with Great Ages and a new governor system. As expected, several new units, civilisations and wonders can also be built. The most recent add-on of Gathering Storm features Mother Nature getting her own back with erupting volcanoes, floods and tornados. A new World Congress that focuses on the leaders of each civilisation discussing and voting upon different matters - from applying bonuses to certain resources to sending aid for a struggling faction, can occur. Perhaps most topically relevant is the inclusion of climate change - which although influential, is far from the train-wreck that Civilization IV had when it featured the concept of pollution.

Civ VI is a superb heavyweight of a game - yet remarkably easy and friendly to get into. Being turn based, you get to take as long as you require to carry out your sequence of moves. I could argue that if played on a large screen like a TV, it would make for an involving game featuring the suggestions and input from several people sat on the sofa. You struggle to make a particularly bad decision, but by the same token, there's rarely a perfect choice either. Balancing the need to expand whilst consolidating and supporting your homeland is key to success within Civ VI. And as with nearly every option within the game - you can configure it to be as straight forward or ruthless as you like.

Overall and without wanting to sound like a sales pitch - I would highly recommend Civ VI in its Platinum Edition form. All the expansions and features crammed into the core engine make the title shine - enticing you in for that next turn that you told yourself you wouldn't have...... 32 minutes ago. Yet in standalone form, I'd be more wary of flying the flag for this game. It's not that it does anything wrong specifically - but compared to the rich content of the Platinum Edition, it feels like a hollow experience and mildly underwhelming. Therefore:-

Civ VI core edition - 6/10
Civ VI with bells & whistles edition - 9/10
Pubblicata in data 19 dicembre 2019. Ultima modifica in data 19 dicembre 2019.
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14.8 ore in totale (12.9 ore al momento della recensione)
OFDP2 is ridiculously simple to play - literally clicking the LMB or RMB at the correct time in order for your character in the middle of the screen to attack opponents on the relevant side.

As you progress through different levels and lands, you get the option to pickup additional weapons from racks that appear and also attribute skill points in order to make your character - or the game world itself, more powerful. External level features like swinging axes and power-sword drops are not only fun to use, but humourously barbaric in their actions.

A great, straight forward and enjoyable game to play - falling well into one of those categories where you have ten minutes to kill and wish to play something quick. The only negative I can give the game is with the difficulty ramping. At the start, you'd still manage to get 100% completion by having both hands tied and using your forehead on the mouse. It really is that easy.

However, by the third and certainly the fourth land - the standard approach speeds of the opponents gets a little silly. So much so that just one mis-click can easily make you lose the level. Enemies arrive that fast that too early a click can result in a Miss - for which you get penalised and without anyway of intervening, the nearest enemy hits you. That's two valuable lives taken for one little mistake.

I get the fact that there are gaming sado-masochists out there. The people who want to show that they are in the Top 0.00001% of players in the world by playing a click game and not making a single mistake in 30,000 button presses. But those are the extremes - and for the majority of us, a casual play-through is much more appealing.

I like the challenge. I like getting better after falling foul of a game...... but only to a point. Retrying the same level because you've not quite managed it on the previous 67 attempts, simply is a no-go. All games like this should just have a Cakewalk Mode - one where even your gran could play it through with poor eyesight and shot reflexes. If needs be, restrict or even remove the achievements for players in this mode - but let them just enjoy it for what it is. There's only so much punishment in progress that the majority of gamers will tolerate before uninstalling and switching to another game.

8/10 at the start...... 6/10 as the game progresses.
Pubblicata in data 19 settembre 2019.
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4.7 ore in totale
Firewatch is tagged with perhaps one of the most unflattering and unappealing genre types listed on Steam. That of the ‘walking simulator’.

It’s true that walking about forms the core part of the experience and no doubt this single attribute has probably put a lot of people off from buying it. Yet if you ignore this – see beyond the fact that you won’t be reloading ammo clips, fighting off hordes of enemies or bringing an evil empire to its knees – Firewatch is a brief excursion into a brilliantly crafted yet slightly sombre world.

Without trying to reveal too much about the game, your character is a troubled soul. You pick through an array of story-based outcomes right at the start to dictate how and why he appears in the setting that Firewatch provides.

You take on the role of a fire-watcher – a live-in guardian of a mountainous region of forest in early-1980s America. Your home is a tall wooden tower from which you can survey many square-miles of woodland during the warm summer months. You have ample supplies, an outside toilet and as means to break the hours of solitary existence – a walkie-talkie to communicate with a fellow fire-watcher/supervisor in a similar tower across the valley.

Firewatch is beautiful to look at, but in no means stresses current hardware. The world is simply drawn - imagine a reworked vision of Team Fortress 2 to give you some idea of the slightly cartoony appearance that in this instance, works superbly. The background noises, from bubbling streams to the ambient rush of leaves and the functionally clever input method, all help to make the wilderness somewhere that you as the player, wishes to stay.

Both dialogue and story prompts progress well. Your relationship between the other tower dweller fluctuates between genuine interest, concern for your welfare and even the occasional dip into the flirtatious. Acting as another pair of eyes to the terrain before you, hints and clues from the occupier of the second tower assist in where to go. How you get there is down to you – with many trials and footpaths leading in different directions amongst the trees. I guess the underlying appeal to walking simulators is this ‘freedom’ that such games provide and given the well-crafted setting – you sometimes wander for no other reason than you can.

Firewatch cleverly taps into that nostalgic genre of the early 1980s that the likes of Stranger Things and other shows have made popular again. Having personally walked around some of the Rocky Mountains area of Alberta and British Columbia also, there’s a clear sense of realism and belief that has gone into the vibe of the game itself. That feeling of solitude has been conveyed well.

Firewatch is not a long game. I completed it within 5 hours and that wasn’t rushing through it at all. Yet out of 800+ games in my Steam library, it represents just one of three that I have all the achievements in. Granted, most are not difficult to obtain – but so welcoming was the setting that it provides, that I couldn’t leave any optional stone unturned.

A solid 9/10.
Pubblicata in data 4 aprile 2019.
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8.2 ore in totale (7.9 ore al momento della recensione)
A simple summary of Into the Breach (ITB) is a limited number of turns strategy game, played with a very limited number of military units.

It’s a learning process. It’s a tricky process and at times a very rewarding one. However, just like its stable-mate game of the older FTL - this game takes no prisoners whatsoever - even when set to Easy.

As with FTL - your rookie mistakes can be ignored and learnt from in the very early stages of the game. As you progress, that learning curve not only increases in gradient but absolutely punishes you for not thinking several steps ahead. To a good number of players who absorb themselves within the puzzle/strategy genre, this level of game feedback is not only welcome - but eagerly sought after. A level of player skill that proves you have got what it takes to play the game but that your decisions can also, clearly win the day.

To other players - this unrelenting slog to almost perfection can become tiresome. Like doing homework at school and being told that the 98 out 100 you scored, simply isn't good enough. I myself fall into this latter camp - where having nurtured your three crew-members to a decent level of ability, get a little dismayed when ONE badly planned turned can see two, if not all three of them wiped out.

As with most games like this (and with another nod back to FTL here) - the level of effort that has gone into the games' construction, along with the charm and satisfaction that rewards the player, cannot be denied. The classic 'one more go' incentive brings you back, time and again - especially to mop-up those sometimes elusive bonus objectives.

ITB is a great game and more than worthy of the accolades that have been showered upon it. Just don't expect the ride to friendly, supportive and always there to hold your hand. Your patience will be tested and occasionally, pushed to the limit.

Overall, a solid 8/10.
Pubblicata in data 27 dicembre 2018. Ultima modifica in data 27 dicembre 2018.
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95.8 ore in totale (82.3 ore al momento della recensione)
Over three years ago, I reviewed SE3 – praising its improvements since the previous title and actually recommended it before completing it. In my mind, Rebellion had surpassed their own benchmark and any future release of a ‘SE4’ would have to be something very special indeed.

So confident in their abilities (dangerous when your heart thinks before your wallet!) I not only purchased the core game, but the additional Season Pass too. Initially, I was a little disgruntled that the setting of the game was not only a return to World War 2 – but the regular protagonists of the swastika-wearing Nazis were also back. I had really kind of hoped for a new back-drop – a refreshing type of foe to stalk rather than one that I had come across so many times before.

However, I negated my initial concerns and having visited the test range first, I switched my focus to the main campaign. This time being set in the Italy of that era, there are plenty of Nazi-friendly Fascists to also confront too and I emphasize the ‘plenty’. SE3 had a good number of enemies to evade, take out from a distance or brutally despatch in melee combat. SE4 opens up the population cap significantly – this time making you far more aware that there are eyes of the opposition, everywhere.

Making my way to the first ruined building that would provide an excellent overwatch position, I tagged a range of enemies using the binoculars. Before me were patrols of close proximity troops – others single handedly plodding along dirt paths and stairways. Vehicles now glistened in red with highly volatile fuel tanks, or radiator sections that could trigger a delayed explosion of the vehicle once stuck.

Immediately it dawned on me that SE4 had grown as a game – and then some. I had a whole vista of engagement options before me, shrouded by the occasional loud roar from the flight of Stuka aircraft flying overhead. No path in front of me seemed the obvious correct one – more it was an exercise in projecting risk against completing the aims of the mission.

This was going to be tricky, yet greatly rewarding in the process. Having already practiced at the target range prior to the campaign, I was fairly confident in where my fired bullet(s) would land. Now was the time to see if I could back that belief up. Lying prone and targeting a woefully isolated soldier at nearby range – I waited for the next Luftwaffe flight to pass over and mask my undeniable rifle noise. Allowing for bullet-drop (though without the additional complexity of wind direction) – I let off a round and it hit the target. My instant smugness turned into mild panic as the soldier now clearly wounded, preceded to stand back up and would imminently raise a vocal alarm.

Adjusting my aim ever so slightly and under the roar of several Jumo engines above, I fired another round – sufficiently striking the enemy to make him stay on the ground for good. No one else seemed to notice what had happened to their colleague and it was then, that the sinister side of SE4, stepped in. Keeping low and sprinting between cover, the now dead victim had one last use to provide. I picked up his corpse and moved it to a much more visible position – clearly one that get the attention of one of the other patrols and then booby-trapped him with a Teller mine.

I made a dash back to my viewing perch in the ruined tower and waited. Sure enough, a patrol of two Nazis came along and made a beeline investigation towards their fallen comrade. Then followed what can only be classed as an X-ray Death Cam view of two more Fascists being blown to pieces – notching up a trio for the dead. Three down, many, many more to go.

That first mission clocked up nearly three hours of my time. Three hours that really felt like anything but. SE4 has a wonderful ability to hold on to your concentration and keep it focused. It’s one of those games where without realising it, you’re edging closer to your monitor – straining to see just that bit further through your scope and listening intently to ensure that no enemy is creeping up behind you. It’s a time-sink and if played on its highest difficulty and with the aim of achieving all the mission sub-goals – I could foresee that length of time easily doubling.

The joy of SE4 is planning, sneaking and fighting a way through your own list of campaign priorities. Most missions revolve around several objectives being circled roughly on a map. You know your goal is somewhere in that area, but their precise location is undisclosed. How you get to those areas and in what order are entirely up to you. Take advantage of the high ground. Make use of the cover that’s provided. Distract the enemy as required and if needs be, throw their body off a bridge into the river below. As with SE3 – you’re on your own and detection by the enemy is never a good thing.

While the game mechanics themselves are excellent in SE4, the real crowning glory sits with the world design. I have to applaud the team behind these levels. They manage to mix dangerously open fields and harbour jetties with almost claustrophobic back streets of small-town Italy. Towering fortifications drive deep into mountain sides, hiding sub-pens and even hosting a visit by the Fuhrer himself – flanked by several obedient minions. You only have to look at the available achievements of this game to realise in just how many ways you can despatch a certain Mr. Hitler – each one providing a rewarding (and slightly humorous) challenge in their own right.

Having played through the core campaign and those additional ones offered by the DLCs, I’ve also spent many an hour in Co-op Mode. This centres around yourself and up to three other online players, fending off twelve waves of enemies against a capture point that moves location, every three rounds. The stream of enemies increase in both difficulty and number - starting with a simple batch of troops and working all the way up to support tanks, snipers and heavily armed Valkyrie units.

There is also a two-player co-op option called Overwatch where one player assumes the role of the shooter and the other as a spotter/close quarter battle specialist. Neither can occupy the same area of the map – again, as another testament to the brilliant world design, you are separated either by high cliffs, inaccessible fences or other structures that would otherwise allow you to fight side-by side. In doing so, you really do have to work as a team – the spotter doing exactly that – highlighting potential targets for the ranged virtuoso, while the sniper himself removes these threats from a distance.

There is also the compulsory Multiplayer Mode which has a healthy support in terms of player numbers. However, I cannot comment on this section as I have yet to try it.

In summary, SE4 improves upon my already high regard for SE3 in pretty much every respect. The increase in enemies is a great addition – itself adding to the realism of how well-defended such targets would be in the real world. The openness in the way that you conduct the mission. The range and choice of firearms at your disposal – together with three possible bonus tweaks that can be earnt through regular use of them. These bonus tweaks do not overpower your weapon of choice in anyway – yet they add a modicum of improvement that you notice straight away. Such features all help to make SE4 a better game than SE3 – but it’s the stunning and immersive scenery that really adds polish to the presentation of the game.

Recommended? Most definitely.
9.6/10
Pubblicata in data 9 maggio 2018. Ultima modifica in data 29 maggio 2018.
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0.3 ore in totale
This is brilliant - who doesn't like a retro Japanese aircraft shooter, complete with parallax scrolling and completely over-the-top-weapons?

Eagerly bought..... wait for the download to complete - XBox controller connected....... I’m on it!

Ah - I'm limited to a standard 1080 view? No worries. Oh - I seem only to have any action in the middle section of the screen - what's that, approx 360 pixels wide? Hmmm, ok - but it is a retro game anyway - let's crack on.

To the left, I have points scoring graphs and cheer ratings (another nod to Japenglish) and what appears to be two rudimentary anime-style characters TALKING to me on the right hand side of the screen.

Note the emphasis on talking. They are part of my team and start in conversation (one female and one male) about the upcoming threats. Aircraft this and armour that. Fine, I'm half-taking in the advice forced upon me.

60 seconds later...

"....and there's a factory where these units are being manufactured and they outnumber us 100-1" ...... fine ok, can you just let me carry on up screen and wipe out all opposition that are inbound?

"...oh, it's no wonder you didn't get invited to that dinner party.... what did you expect?" ...... seriously guys, just shut up - I've got several dozen rounds coming my way and I'm already down to my last super bomb.

"....the civilians will have no chance if we don't get there in time, their forces will overpower our defences!" .... I'm on it, I'm on IT! Jesus - I'm weaving through enemy fire the best I can and you're doing nothing other than telling me the blatantly bloody obvious?

"....It's through a cavern! It's UNDERGROUND! You need to head down to..." Shut UP! Just S-T-F-U will you??? It's like having the worst pair of back-seat drivers perched on your shoulder telling you 2% useful stuff and 98% utter crap.

I'll admit that at this stage, I've not gone through all the menus to see if this pair of wingnuts can be silenced or preferably culled. If they can, the game immeasurably improves - it really does. Although it's nowhere near as polished in terms of presentation as say Sky Force Reloaded , it was never expected to be, given its direct arcade lineage. It's a solid, enjoyable and very intense shooting scroller of a game - requiring deft use of a gamepad and plenty of spatial awareness to avoid the many armaments, firing back at you.

Certainly recommended, but play it on mute. You might just prefer it that way.

7/10
Pubblicata in data 5 marzo 2018. Ultima modifica in data 5 marzo 2018.
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28.2 ore in totale (7.7 ore al momento della recensione)
There’s always an inherent danger in reviewing and recommending a game that you have still to finish. The biggest let-down is that the game itself ultimately becomes that – a great start and improving middle section – only to be a disappointment at the very end. In this instance, it’s worth the risk.

Subnautica feels like it should escape such a fate. The game having been in development for several years, clearly demonstrates a level of polish and presentation of one that has been through many iterations of improvement. At its heart, Subnautica is a survival game. But to pigeon-hole it with just that one moniker is to do it a great injustice.

You are part of the crew of the spaceship Aurora, whose terminal decline into the atmosphere of planet 4546B sees your character eject in an escape pod and crash land into an ocean. Immediately, you realise that your buoyant pod has suffered severe damage, yet has some functioning devices to aid your immediate existence. Upon climbing the short ladder to the upper hatch (or by swimming down and through the lower hatch), you are presented with the vast seascape before you. Off in one direction are the crashed remains of the flame-riddled Aurora and there is your pod. That is it.

Over the years, I’ve come across several games that have portrayed the scale of openness very well indeed. Going back to the mid-1980s with Mercenary, through Starglider II and onto more recent titles similar to Fallout 3 and Skyrim. Each one makes the player feel like the world in front of them is almost limitless. Take one breath and plunge into Subnautica’s ocean for the first time and again that same sense of exploration (along with the slightest hint of trepidation) is apparent.

I opted to play the game with the Survival Mode enabled. Played this way, you have to factor in your primary needs of food, water and overall health. Not forgetting that all important resource of oxygen when you embark on one of many countless dives.

Subnautica’s aquatic environment is far from bland. It is rife with plants, animals, elements and natural geological features such as undersea fissures and caves. Initially, you can only swim down so far and for so long – your basic equipment being inadequate for the task of deep sea exploration. Soon however, you realise that harvesting some of the nearby resources allows you to build items using the pod’s onboard fabricator. Simple items at first – like a pair of flippers to improve your swimming speed or a floating container to help solve your problem of loot storage.

Further exploration reveals the ability to repair your radio at which point, the story begins to unfold with looped recordings and playbacks of audio files from recovered PDAs off the seabed. Blueprints for bigger, more useful equipment can be found and developed – quickly instilling the feeling that you are way past your basic needs of the occasional bottle of water and fish to munch down upon.

Swimming off in one direction can reveal a land mass. Do you leave it alone, or go on land to explore? The choice really is yours, but Subnautica’s genius is that it makes you want to push on. To see what else there is to find, to build, to encounter.

If like myself, you are traditionally no fan of the survival genre – I would strongly recommend that you give Subnautica a try. In Survival Mode, it treads that razor’s edge of not being a cakewalk, nor a brutal and unforgiving experience. You find yourself in a proverbial cycle of risk and reward – pushing on that little extra to spend five more seconds collecting resources at depth or evading immediate contact with some of the less friendly maritime residents. I also defy anyone not be enthralled with a quick, vertical ascent to the surface and see both your character and screen blacking out as imminent drowning beckons. Punching out to the air and seeing your vision restored and the oxygen meter refill is accompanied with your character coughing and spluttering – desperately trying to clamber for air.

Subnautica is very much a time-sink of a game. Despite it featuring its own day and night cycle (and yes, the water does get very dark!) – real world time flies by. It’s a journey and an adventure rolled into one – featuring a clever crafting system with a huge area of habitat to explore and encounter. There are few rights and wrongs – just your own sense of priority and of which direction you want to head to next.

Even writing this in the month of February, Subnautica has the potential to be my Game of The Year. It really is that enjoyable.

9/10 – jump on in – the water’s great. Kinda….
Pubblicata in data 8 febbraio 2018.
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19.0 ore in totale
Of the recent Wolfenstein titles that have gone through the reboot process, this is by far the best game.

Best as in the graphical quality appears to be superior yet runs slicker than before. Best as the core campaign actually has some substance to it now - expect about 15 hours play time for a leisurely play-through. And best due to some genuinely funny dialogue and actions within the cut-scenes.

This game really does tread the fine line of political correctness and often steps way beyond it for 2017. The 'N' word is mentioned - racial slurs against Jews and blatant stereotyping of the Nazi methodology is all here. Personally, I have no issue with it - in fact in this day-and-age of everyone walking on eggshells for fear of upsetting or offending one person or group - the New Colossus makes for a welcome change.

The array of weapons are satisfying to use, as are the ongoing upgrades for them. Some killing methods are quite brutal - especially the cut-scene involving Enemy No.1. Strangely, having played through the whole game, it feels like a fitting and suitable end for her - not that I will go into any spoilers here!

Once the core story is done, there are additional sub-games to play through - should you so wish. Training 'simulations' where you get bonus points for combo kills is a good one. As is the progressive hunt for oberkommanders through decoding their locations with the help of an Enigma machine. Once slight complaint that I do have here though, centres around the final oberkommander being ridiculously easy to kill. I really don't think that last section was sufficiently developed or play tested.

However, that doesn't detract from it being an otherwise great FPS game, that can be made as straight-forward or virtually impossible as you prefer. If you liked either The New Order or The Old Blood, The New Colossus is superior in pretty much every way and highly recommended as a result.

8/10
Pubblicata in data 26 novembre 2017. Ultima modifica in data 26 novembre 2017.
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4.6 ore in totale
I wish Steam gave you a 'sit-on-the-fence' option than necessarily a Yes or No recommendation. :P

I'll admit - I'm struggling with Steel Division. As if I'm a glutton for punishment - I bought all of the previous Wargame franchise and haven't really managed to get into any of them. This is not Company of Heroes, but in a way I'm trying to convince myself that it's an interesting alternative. I just don't think I'm there yet.

Fundamentally, all wars focus on territory - you owning and having control over land and sea that the enemy does not. How you go about vying for that control is dependant upon using varied units to the best of their capabilities and at the right time. This is where Steel Division (and its predecessors) really shine. The unit variation is wide and varied - matched with good animation and believable behaviour. I personally like calling in the aircraft and seeing the small bombs arc downwards to their target. All fun and engaging.

However, such actions are superfluous as the game centres around the territory you hold. This is represented by a snaking coloured band that matches the too and fro of the battle upon it - with seemingly little focus spent on the actual units doing the fighting.

The brutal truth about Steel Division is that I simply don't care about any of the units. Do they survive? Do they die? Does it matter? The game makes me churn out units through the drip-feed of requisition points - to prop up the fighting front in a process of attrition. Another two tanks have bought it? No worries - I have enough points to send a couple more back unto the breach.

If an accountant and tactician merged their gaming DNA - this would be a perfect title for them. Steel Division feels soulless and without any form of attachment to the chaos and carnage that you're overseeing. Take the first mission in the campaign and pan over to the AI-controlled beach area. The number of units, what they are, where they are heading, etc - is all but a blur. Granted, it may reflect to some extent the complexity of a real life beach invasion..... but for a fun game, it does not make.

For those unfamiliar with any of the previous series - there is no base building. There are no strategic placement of defences to halt the enemy's advance. There is you, your map and a deployment zone to drop units into like the end of a production line. If you like to get stuck in with the actual action, then Steel Division may appeal - but if you prefer the likes of Company of Heroes and the way that game plays - I think you'll be disappointed.

I'll vote for recommending this game...... but only just. It's play-style doesn't really appeal to me and there are other interpretations of the RTS formula that I much prefer. However, I see what Eugen Systems have tried to do with the game and at times, it does feel involving. For me however, it's just not personally involving enough.

Overall - 5/10
Pubblicata in data 3 novembre 2017. Ultima modifica in data 3 novembre 2017.
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