Monday, October 16, 2017

Ogre Gameplay Review

I'm playing Ogre, a turn-based strategy game by Steve Jackson Games and Auroch Digital.

The game features a ten-mission campaign of scenarios pitting a traditional army of infantry and armored units against a powerful enemy Ogre (essentially a super tank). Skirmish matches are also available online and against the AI, but there is only one map (with six different setups of starting units), though there is a scenario editor. There are not difficulty settings that would add (or remove) enemy units in single player mode or apply a unit handicap online. The interface is very basic, with tedious movement and arduous stacked unit selection. The game features both “classic” and “advanced” rules, the latter of which adds in stacking, combined attacks, and overrunning units. Gameplay consists of a movement phase and an attack phase, where targets and attackers are chosen to alter the combat odds. The AI is inconsistent, usually playing well using combined attacks and staying at range, but sometimes stopping for no apparent reason. While a very faithful adaptation of the classic strategy game, Ogre doesn’t offer enough enhancements in its digital form, such as a large selection of maps and a smooth interface, to appeal to many beyond those devoted to the series.

Friday, October 13, 2017

Dungeons 3 Gameplay Review

I'm playing Dungeons 3, a dungeon management game by Realmforge Studios and Kalypso Media.

Featuring a campaign that has a lot of the same hit-or-miss (mostly miss) humor as before, the game thankfully introduces random skirmish maps that can be used offline or online for vastly increased replay value. In addition, the interface is improved with an actual mouse pointer and better unit selection. The gameplay structure is the same as before: find the gold nuggets, place rooms to house units and produce resources, hire new units, and place defenses. However, new to the game is a research tree, which uses evil points accumulated by capturing locations on the Overworld map, forcing you to venture out of the dungeon in order to unlock the more advanced dungeon options required to win each scenario. While the flow of each game is the same, the random maps help immensely in creating a slightly different feel each time. The newest entry in the Dungeons series fixes the major problems from the last iteration by adding in random maps and improving the interface, finally making it a compelling management game.

Field of Glory II Gameplay Review

I'm playing Field of Glory II, a turn-based strategy gane by Byzantine Games and Slitherine.

Utilizing gameplay similar to predecessors Pike and Shot and Sengoku Jidai but with vastly improved graphics, Field of Glory II has an impressive arsenal of features with randomized maps in all modes (except for historic battles) and tons of units and armies. Campaigns are connected scenarios (three, five, or seven) with minor decisions between missions; mission success is required to move on to the next battle in the series. In addition, there are completely randomized quick battles, custom battles with more options in scenario size, epic historical battles, and online PBEM multiplayer. The difficulty setting only affects the player’s army size and doesn’t make the AI any less formidable. The in-game tutorial is poor with annoying pop-ups and lacks specific instructions. The interface is familiar to anyone who has played a Battle Academy 2-engine game, though the new “move entire command” order is extremely useful for large battles. Colors on the unit flags indicate morale, but are difficult to see if the unit is turned sideways. Units are fitting for the era, including foot soldiers, archers, cavalry, elephants, chariots, and artillery. Generals improve unit movement within their command range. Units that are engaged in close combat cannot stop until one side breaks morale; thus, the general strategy is to lower morale with ranged units, then flank units from multiple sides once they are fixed in close combat. Certain troop types perform better against others, while terrain must also be considered. The AI is very capable, knowing how and when to use units. Easily the best game by the developer, Field of Glory II is an extremely satisfying turn-based strategy game with improved graphics, a better interface, tons of content (with randomized battles and lots of different armies), fairly intuitive rules, and proficient AI.

Wednesday, October 04, 2017

Road Redemption Gameplay Review

I'm playing Road Redemption, a combat racing game by Pixel Dash Studios and EQ-Games.

The game features a campaign mode with missions that have one of three objectives: finish in the top three, kill a specified number of enemies, or beat the clock to the finish line. The scenarios become repetitive (the same handful of tracks are recycled each play through), but with permedeath and lots of enemies to contend with, the challenge level is high. Between missions, cash can be spent on upgrades or to recover health or nitro, and permanent upgrades can be enabled when you die. Beyond the typical racing game controls, additional buttons are used to use nitro,  attack to either side, switch between the classes of weapons (melee, sword, explosive, guns), defend against attacks, and kick other bikers off the road. There is strategy involved in choosing which weapon to use: swords are poor against helmets but good against shields, while explosives are great for vehicles and tight crowds. Eliminating an enemy grants cash, experience points, nitro, and a small health increase. Being able to quickly switch between weapons while avoiding being surrounded by enemies while keeping an eye on the road is key, something that becomes increasingly more difficult as the campaign wears on. Although the game gets repetitive, the high difficulty level and generally satisfying combat produces a fairly entertaining combat racing game.

Monday, October 02, 2017

Rusted Warfare Gameplay Review

I'm playing Rusted Warfare, a real-time strategy game by Corroding Games.

The game features a number of single-player modes: scripted missions, balanced skirmishes, and endless survival matches. In addition, maps can be edited in the game, and cross-platform multiplayer is available allowing players on Windows, Linux, and Android systems to play together. The interface is very basic and lacks some features, like infinite queues (or even queueing up things in advance without paying for them) and auto-explore. Rusted Warfare only features one resource (cash), extracted from specific locations on the map (or produced at a lesser rate anywhere). Cash is used to build factories (land, air, sea, and mech), defensive turrets, repair structures, and shields. Cash is also used to upgrade structures to higher tiers so they can produce more advanced units. The AI is a decent competitor. Rusted Warfare doesn’t offer anything innovative to the genre, instead producing some combination of Red Alert and Supreme Commander; shallow economics and simple unit countering (along with extremely tedious end-game clean-up) limit potential strategies. That said, the price is very reasonable and cross-platform multiplayer is a nice feature. But overall, the limitations of Rusted Warfare hold it back just enough from being a satisfying take on the classic real-time strategy game.