No one has rated this review as helpful yet
Recommended
0.0 hrs last two weeks / 38.9 hrs on record (35.5 hrs at review time)
Posted: 15 Sep, 2023 @ 5:47pm

Pleasantly surprised with this game.

Good:
Factions are unique with their own playstyle based strengths and weaknesses.
-Polania: Speed and Range, utilitarian design of mechs (yet physically weaker with less overall damage)
-Rusviet: Forwardness and CQB, strong frontal power (yet weak at range with defensive shortfalls)
-Saxony: Strength and Range, armor and firepower (at the cost of expense and mobility)
-Usonia: Shock and Awe, redeployment doctrines (a bottle rocket lacking staying power as they have no units with heavy armor)
Campaign is just difficult enough to scratch the RTS itch
World Map mode to give some fun improvised campaign
Custom mini-campaign missions, lots of PvE support
Micro tactics are strong in this game, less of a spammy APM game and more of a thinking game (at least in PvE)
Asymmetric balance between mechs and infantry means you can approach combat with a few different styles and approaches
Customization options appear to be based around game achievements

The Bad
There are "universal" units which feel like they kind of deplete the purpose of the other units having such unique flavorful utilization
-The basic infantry even have differentiation between factions, yet the heavy gunners/flamers/machinegunners/medics/engineers are all essentially reskins which feels unfortunately lazy. Especially with the heavy gunners which could have had faction flair.
-Usonian update adds air vehicles which are also universal and are incredibly uninspired and don't feel like they fit into army comps; another ball dropped to add faction flair
Difficulty is 'wave' based, as in the AI in pve just sends suicide wave after suicide wave
Defensive mine structures cost supply to place and supply is a premium. When each mine is 1 supply and basic infantry are 3 supply, you have to wonder if 3 mines is equal to one squad of heavy gunners or if four mines is equal to an anti-mech vehicle
Gun emplacements feel like they lose purpose too fast
A lot of the game is based around finding and controlling chokes because you simply do not have enough supply to play like a full RTS like SupCom would; if supply was higher a focus on chokes wouldn't even be necessary as you could just have entire fields of battle (I assume this is a programmed device for hardware limitations due to Unity engine being a @#$%er)

The Ugly
Unity Engine and all it's problems
Don't touch PvP unless you're an RTS sweatlord
This game is basically an attempt at Essence Engine made with Unity Engine; does some good but is still missing a few things that made Company of Heroes the best in terms of optimization, AI and what have you
There are a few bugs; I've killed something so bad in a choke that there were units of infantry that seemed to refuse to die yet were still able to attack. Small things like this.

I'd say it's a solid 7/10 overall. Not the king of RTS games, not setting new standards, but a flavorful take on a proper RTS game of the past with good graphic style and fun gameplay overall.
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