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Millions are said to be a statistic, while one or several are said to be a tragedy, and your story showed what tragedy it can be. I haven't finished the last mission, but I aim to do so. I didn't imagine I would pass the previous missions, but I surprised myself. Here's to your future projects and adventures. Glad I was able to offer my pen in your service.
Compared to the Soviet campaign that was a bit of a slog, and the American campaign that was dynamic and better fleshed out, yours is more personal, smaller in scale in terms of combat cause we have individual soldiers, but higher in stakes, both in story and gameplay.
As such, I say without any reserve or false flattery that you did something unique and have every right to feel proud of this creation, you and the team of people that assisted you. You showed that, even with the limitations of the game engine, you can craft an artistic entity that lives and breathes something of its own, where every soldier killed is an adversary that is removed, where every grenade thrown or medkit used has weight, where the story has that determination not to give up, to have hope, that mixes with melancholy and sadness one can find it a war.
The dialogue you made for the guys, with their backstories told via the discussion tabs in the workshop, weaves the narrative to connect them well, despite them starting off as mostly strangers, and makes them distinct. Intentional or not, I think you nailed Tomislav well as one variant of a Croatian, the variant that is determined to keep his promises and fight on, while also being a bit cynical of the situation he has found himself in. An old guard in his own right. The banter between the guys was also fun (Give this man a medal for his fucking impeccable sense of logic, What fine and inspiring examples of men accompany us, I promise I hate you both equally you're acting like children), and I took better care of mister Smrek this time around.
I gave more time and effort to playing your campaign. Barring the second mission that I almost passed several years ago, all bar the last one I managed to pass on Conscript difficulty, and so far, it was a very special experience. It is charming to see a developer use a game known for squad and vehicle combat, where mayhem claims the lives of many, and make a campaign focused on several key individuals and their personal journey to freedom, who nevertheless are tangled into bigger things than what they wanted or imagined.
The gameplay reminded me a bit of Commandos, especially 2, with almost each individual having their own weapon, speciality and ability to be used for maximum efficiency and pleasure. The increase in munition as we move into the city from mission 3 onwards encourages and rewards more liberal use of abilities to get the edge over the enemy and beat the odds.