Wednesday, November 26, 2014

WARMACHINE: Tactics Gameplay Review

I'm (not) playing WARMACHINE: Tactics, a turn-based strategy game by Privateer Press.

A single-player campaign consists of twenty missions that must be unlocked in a linear order. There are no difficulty settings and the lazy scenario design relies on superior enemy numbers. In addition, progress cannot be saved during a scenario and resumed later. Only three maps are available for skirmish and multiplayer matches. Despite being a turn-based title, there is no support for asynchronous online matches where both players do not need to be online at the same time. There are no victory locations or turn limits during skirmish games (the only objective is to defeat the enemy leader), so nothing prevents players from playing defensively and causing unresolvable stalemates. A poor interface allows for imprecise unit selection, mistaken orders, and infrequent explanations of game mechanics. The interface is coupled with an absolutely terrible camera and poor game performance. Units are allowed to make one move and one attack per turn (unless running is involved); if a unit has multiple weapons of the same type (melee or ranged), one attack can be made by each weapon. For heroes and their robots, focus points can be used to improve weapon accuracy and damage, and some units have access to powerful spells. The AI is stupidly aggressive, moving units far ahead of support, exposing units to attack, and never staying behind cover. While WARMACHINE: Tactics may be a solid board game, much is lost in the translation to the personal computer.