Average User Score: 7.7Nov 19, 2014While still in beta at time of writing, this game is near completion (v 0.9.8 as of now), and it sure is a lot of fun!
The game isWhile still in beta at time of writing, this game is near completion (v 0.9.8 as of now), and it sure is a lot of fun!
The game is basically an isometric shooter with a Call of Duty-esque model of damage: that means a couple of shots can send you happily to the maker. Cover, then, becomes really important, as is posture: a prone soldier will be harder to hit than a standing one. This brings freshness to the genre of both iso-shooters and cover-based shooters, as the player vision isn't constricted by a wall, but can span over a decent portion of the battlefield.
Most maps are also really huge, with objectives that change from map to map (capture & hold, king of the hill, extermination), all the while retaining special objectives (capturing a cargo truck, sabotaging antennaes and water towers, etc.). These maps can be played singurarly in skirmish mode or one by one in the campaign, with player discretion on where to go next.
The amount of weapons available to the player is staggering: there are machineguns, shotguns, bazookas, sniper rifles, burst rifles, grenades, impact grenades, artillery strikes, mortar strikes, LMGs, pistols, LMG turrets, rocket turrets, and others, with each faction having its version of it (wich honestly looks like little more than a remodeling of the same weapon). There are also vehicles to drive, all with multiple seats (driver, gunner, passenger), such as tanks, jeeps, APCs, trucks and more.
Graphically it's pleasing, but it takes a little while to get used to voxel-modeled soldiers and weapons on the vectorial map.
It's also open to mods, which are relatively easy to make, thanks to HTML and the Voxel models. There some already out, such a Warhammer 40K total conversion or a World War one.
That said, the game suffers of little design problems here and there. Sometimes there won't be enough cover to actually make a push againts the enemy, or the AI of both allies and enemies will insist in capturing a particular zone of the map, causing a stalemate with a discomforting amount of bodies from both sides (which can also be awesome).
All in all these little defects can also add more character to the game. There are few games that can achieve the same feeling of putting a LMG in the right place, mowing down a platoon of enemy soldiers and proceeding for the capture.… Expand
Average User Score: 8.9Oct 29, 2014For the Emperor!
Dark Crusade (DC from now on) is a RTS game set in the Warhammer 40K universe, and that much you knew. What you probablyFor the Emperor!
Dark Crusade (DC from now on) is a RTS game set in the Warhammer 40K universe, and that much you knew. What you probably didn't knew is that this game is awesome! The sheer number of different units makes the game varied and interesting, with dozens upon dozens of models. The units emanate charisma from every angle, faithful to the boardgame ones. The story is interesting enough, and the main campaign can hook you up for days.
The balancing is superb, with no unit feeling overpowered or useless. It has not a resource gathering mechanic -well, it does, but revolves around the capturing and holding of key points rather than trees, iron and the like. A smart move, since the combat for key points is the heart of the boardgame.
Visually it's okay, but it has aged - and it shows. The gripes I have with the graphics are about some special effects, with a few ingenuities regarding monitor resolution, resolved by mods. Because it's open to mods!
Overall a great game, and a must for every RTS appassionate.… Expand
Average User Score: 7.1Oct 29, 2014So much potetianl left untapped!
Dragon Commander is an hybrid of RTS, card and board games of ambiutious proportions but lacking quality.So much potetianl left untapped!
Dragon Commander is an hybrid of RTS, card and board games of ambiutious proportions but lacking quality. On paper, the promised experience is astounding: you, the player, as a jetpacked dragon must rally an army to take the throne that's rightfully yours, in a steampunk-ish fantasy world, all the while managing your generals and counselors, all with their agenda and personality. The battles are fought in real time, the general army and empire management on a map a-la Total War, and the politics are handled in first person on your castleship. Sounds awesome, right? On paper, at least.
Gameplay wise, the game's a mess! The RTS battles reward an aggressive tactic above all else, thus encouraging zerg rushes and win by starvation. There is no incentive in playing defensively, and whoever estabilishes a forward base first, wins. There is no reason in building a varied army but the two basic infantry units (Anti-infantry and anti-air), so most of the units are never used.
On the Total War map, everything gets resolved in a blitzkrieg: ammass a moderate army, smash the first line of defense, and rapidly occupy all the territories but the capital. Don't worry about resistance: there isn't any. Sometimes, if the CPU is in good mood, enemies will send one or two troops at you. Specifically, at your TWENTY-SOMETHING army, with a 0% -ZERO- chances of victory (btw, that is not said by me. The game says it. On the battle screen.). What's the point?
Luckily battles can be auto-resolved. But why am I playing if the computer plays itself?
Even the politics have a good start. You're posed with great questions. Allowing gay marriages or not? Do you allow females in your army or not? Do you allow cigarettes or not? You're posed with great questions, that would make anyone think. But fear not, dear player, because this important questions are resolved with the stupidest system yet: a binary morality system!! BINARY! Either you're good or bad, no middle ground, no ethics, no nothing!
But even if the politics system weren't so flawed, it would still be useless. Your counsellors decide by majority if you decide not to act. And, if you choose to act, you still have to abide to the majority, to not cause discontempt among the population. So why am I posed these problems if they resolve themselves? Am I even needed in this game?
You have to get a bride in the game too, and that's a little interesting, but always dealed with a binary morality choice. So you don't have to choose.
There's even the possibility to make a pact with a demon to make you and your armies stronger, but that's a lot of wasted effort for such an easy game.
This game was a 5 for me, but after reading all I wrote, this becomes a 3. There are just too many dumb choices for a game that required more serousness by developers and players alike.… Expand
Average User Score: 0.5Oct 21, 2013The horror.
This is what is ruining today's gaming industry, and society too. I don't even know what to say. The game is so bad that I failThe horror.
This is what is ruining today's gaming industry, and society too. I don't even know what to say. The game is so bad that I fail to find bad words to describe it, and the developers were stupid at best, with an useless censorship that endend in the Streisand effect. Freedom of speech comes BEFORE your gain. Always.
I hope never to see again a company and a game like these.… Expand
Average User Score: 8.4Oct 13, 2013This game can be summarized in one word: WHAT?!
Knock knock is a (supposed) horror game. The protagonist, an hermit (for lack of a betterThis game can be summarized in one word: WHAT?!
Knock knock is a (supposed) horror game. The protagonist, an hermit (for lack of a better definition), spend his sleepless nights guarding his house, which dark corners are a menace to his sanity. A great incipit, right? Except, not really.
The story doesn't make any sense. Most of the plot it's too scattered or too vague to scare, with reference to mysterious games or rituals, mysterious guests, mysterious visions, mysterious (again, pages of a mysterious diary of a mysterious protagonist in a mysterious place. Is it mysterious enough? Maybe too much!
There isn't an explanation for anything, making the player take wild guesses on what is happening. Is the lodger crazy? Is the house hunted? Is that monster real? Is the world real? Is it a nightmare? Unfortunately, nothing will be explained. Well, almost nothing: other things will have two or three possible explanations (you know, 'cause why the hell not!). Why? Because mysterious!
Who cares, the gameplay is awesome, right? ...right?
The gameplay is just shallow. You spend time in an house waiting for the dawn to arrive, trying to avoid monsters and other nightmare-ish stuff. Problem is, the monster A.I. is non-existent. It feels so random to be caught by a monster that it doesn't even make a difference to hide. Some time you will lose without even knowing what got you, and how. This is extremely frustrating.
There may or may not be a sanity meter (explanations? Nah. Who needs them.) which declares game over if empty. And it doesn't fill up. Just not. And it isn't even present in the beginning of the game. It just pops up. Because, why not, right?
Graphic wise, the game looks really god, with 2D background mixed with 3D walls and space, which is a real pleasure for the eye. And it's the only reason you may play.
In the end, you may like this game for how mysterious it is, OR hate it, for how mysterious (and shallow, and random, and non-sensical) it is. Your choice.… Expand
Average User Score: 5.8Sep 11, 2013"Amnesia: A Machine for Pigs" (AAMFP from now on) takes off several years after the original "Amnesia: the Dark Descent". You play as Oswald"Amnesia: A Machine for Pigs" (AAMFP from now on) takes off several years after the original "Amnesia: the Dark Descent". You play as Oswald Mandus, a feverish english gentleman on a quest to find his children. Story wise, the game is really good. It offers many considerations, and it really gets the player after the first half of the game. The atmosphere is absolutely fantastic, a true lighthouse for the horror genre to follow. Unfortunately, these are the only real good things about AAMFP. After the first of the four hours needed to complete the game, the player will know exactly what to expect from the game. The monsters are plain and not frightening at all, nor will they bother the player too much, since they're easy to outrun or hide from, and their relative uninterest for the player, which is unforgivable in an horror game. Level design is lacking, with too many sideways to avoid monsters and foreseeable dangers, which in turn make the game even easier than it is. Monster encounters are few and forgettable. The necessity to hunt for oil and light has been removed giving the player an electric lamp, which light will defeat anyone fears. Puzzles are far too easy, and the inventory is gone in the name of a more immediate gameplay.
In the end, AAMFP feels more like a story, told in front of a fireplace in a rainy and cold night, rather than a travel in the depths of human fears. The storytelling is superb, with a writing among the best I've ever read, the visuals are stunning and inspiring, but the gameplay lacks many elements that made Amnesia and Penumbra famous. AAMFP is a good game in its own right, but can't stand the confront with "The Dark Descent".… Expand
Average User Score: 7.3Apr 25, 2013Good game, although not exceptional.
Graphically pleasing, and not system intensive. Unit and building design is eye-catching, but with aGood game, although not exceptional.
Graphically pleasing, and not system intensive. Unit and building design is eye-catching, but with a deja-vu feeling to it, as the game tends to conform to the standard canons of fantasy races.
Gameplay is entetaining enough to keep you glued to the monitor for many hours. However, there is an amount of bugs and balancing issues to resolve, as the initial phase for every game (the initial conquest of the neighbouring lands) is really too much slowed down by the lack of money. Also, it is almost impossible to recruit more than 3 heroes per game, which reflects on the possibility to explore, conquer or even questing, making the game pace much more slower than it should. On one hand it could be considered as a more relaxing experience, as the player as time to ponder every variable in the mix, but on the other hand the game just feels too static at times, when the player finds without money to pursue his crusade.
Events try to make the game more dynamic, and sometimes they do. A special mention must go to the variety of the events: there are really many of them, each with multiple choices, which can lead to quests, moral choices, cities revolts and many others.
Variety it's what really makes this game work. Units, buildings, magics, equipment and rpg skills and mechanics vary the game a lot, making it a most unique mix.
However, the game feels really unfinished, in part for the balancing issues already mentioned, and in part for the bugs. Sometimes the cursor blocks, forcing you to return to a city screen or to exit game, or units won't go on an hex you point them (very rarely though), and other balancing issues, such as magic being too powerful already at the second level of research. Dare not challange a mage!… Expand
Average User Score: 8.0May 16, 2012Warlock: Master of Arcane (WMA from now on) is inspired to the unforgettable Master of Magic, forefather of the 4X games (eXplore, eXpand,Warlock: Master of Arcane (WMA from now on) is inspired to the unforgettable Master of Magic, forefather of the 4X games (eXplore, eXpand, eXploit, and eXterminate). Taking the role of a Great Mage, the player fights for supremacy in a randomly generated world. The game inherits the impressive lore of the Majesty games, thus giving all the creatures ingame a background that helps the players immerse themselves in the role of the Great Mage. When first starting a game, the player will notice a good world customization gui: size, type of map (islands, continents,..) number of Great Mages and parallel worlds are all configurable to the player liking. When thrown ingame, veteran players of Civilization V will feel right at home: infact, the similarities with said game are many, from the hexagonal map to the Gui, almost anything seem to recall (and perphaps revere) the Hydra of turn games. There are three races in WMA: humans, beasts and undeads. The humans are the usual civilization, comprehending all kinds of classical medieval/renaissance units: so knights, cutthroats, catapults, and so on. The Beasts are an inusual alliance between many different creatures: goblins, werewolves, minotaurs, but also gnomes and dragonkins. Finally, the undeads are what you will expect: skeletons, zombies, vampires, and all kinds of evil creatures you may think of. The races are different not only aestethically, but also in creatures stats and building. In every city is possible, after reaching a certain population, to build certain structures. The structures must be phisically on a tile, thus adding an other strategic variable (What should I build? Where should I build? Is it better to build this city near this one, so I'll colonize this island rapidly, or should I build it farther, granting me additional space in a few turns?) Every unit in WMA will gain skills through experience (may it be from killing evil creatures or to skill/spell related benefits). Note that the skills are all stackable, letting you create true war machines, so powerful they can destroy entire enemy armies. This, along with the one unit per tile limit, in some way discourages the creations of enormous armies, encouraging the possesion of few powerful units that compensate each other. Just think at the Holy Trinity: Tank, Dps and Healer. However, nothing stops the player from ammassing an impressive army, maybe through spells. Yes, because there are LOTS of spells, in WMA, ranging from the classical fireball, to city blessings, to armies evocations. There are multiple ways to receive the spells: research, quests or events. The spell-tree, though, isn't completely clear: there are always 5 possible spells to research, but seems that there isn't any correlation between the previous and the next ones, forcing the player to choose randomly between the available five. As said, there are also quests, usually concerning the disposal of an enemy unit. Quests can be given by people of the realm, or by the gods themselves: there are, infact, 8 gods in WMA, each one with its own avatar and special units. Through ingame actions the player can influence its relation with the gods, granting their benevolence (and thus units and resources!) or their hate (that can even bring the god to declare war on the player! And that is one though opponent;) However, despite the good general gameplay and the vast variety of units, buildings and events, WMA suffers from a lack of AI, that isn't really challangening even on the highest level of difficulty, just sending in waves of units, more or less experienced, to their demise. Technically speaking, WMA shows good graphics, rich in colors and mildly detailed, with nice artistic choices (love the Count Werewolves and the Magic Towers!). In the end, WMA is a good game, taking all the epic feel that 4X games give, and adding its own flavour. The deficitary AI and the few bugs are easily resolvable through patches, and if the future DLCs will add additional civs and features, then we will really have a game to remember for many years to come.… Expand