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Their top game (Pacific) in terms of reviews only has 400 reviews. That's a drop in the ocean.
Whilst the gameplay is good and challenging, it is also lengthy, which caters to people with time on their hands. It is also fairly tricky, few war games ever give the defender initiative, and Strategic Mind doing so kinda slows things down a bit. Whereas most conventional war games will be more nippy as you can push for speed, or you always attack first on your attacking turns etc etc.
And finally, doesn't matter how good the games are, if you present an (ahistorical) narrative (seems to be the biggest criticism in reviews) then, it has to be a good narrative. From nearly every review I've seen the Voice Acting is panned. So, already the limited playerbase is further limited.
For what its worth, I liked the US narrative in Pacific. :P I'll do Japan soon, and I might buy the USSR game, because Germany has been done to death tbh.
Yeah, I get they're being ahistorical, but having the British in the Saar offensive is a bit of an odd one tbh.
If you get used to wargames and play carefully it is very doable to fulfill all the objectives with not much casualties in default difficulties and wargames afficionados does not like it too easy.
the engine is bit tricky and is not really representative of the game qualities so to stream is not as nice as for panzercorps for example.
If next time they upgrade graphism i am pretty sure it can play on the same court than PZ or Order of command so they are on good track.
It has so much more in armies customization and fun secondary objectives than the other 2 and it is very much appreciated.
Pacific Japanese campaign examples;
Australia - an optional pops up which necessitates you have the fleet beelining to the East Coast, when the operational deployment would have you either split your forces (west/east) and/or generally use your fleet to support the initial rescue operations in the North-East area.
In order for me to hammer that objective with ease, I had to steam the navy right through the Eastern areas fairly rapidly. Flight is doable but a pain because the East coast is dotted with AA, which you don't really want to be ploughing through as the objective triggers early enough when air superiority is still an issue. Without foreknowledge of this secondary objective, I wasn't in range to take it out, especially because the convoy steams further south and away from any operational forces.
Hawaii - The moment you land on the actual Hawaii main island, an objective triggers about the oil fields on the opposite end of the island. Further objectives trigger in the south-eastern areas, when you're very likely to be inching down the west and north coasts - because there's four naval groups to take out in that area, so you're not likely to bypass them.
Group north, with the first strike hero. Group North 2 - with the second carrier, set slightly off, which you'd attack to eliminate the northern air groups.
Group West - another Battleship led fleet, which is in range to support Group North. I seldom have the ships/planes available (in range) to hammer both groups at once, so this group sometimes does some damage that takes out an escort.
Group South-West - the remnants of the Navy, Battleship and Cruiser.
And then Group South, which spawns as a convoy secondary objective and steams East, immediately, so if you're just about coming into range of Group South-West, you're instantly in a tricky position because the South coast is lined with Overwatched Naval guns and AA, which makes beelining to this objective something of a headache.
Actually, the USA first battle is a startling example of how tight things can be;
You go North - but if you don't move optimally (i.e. link up with forces, scout that area immediately), then even on normal difficulty the AI can and will invade the northern island and trigger a fail for the secondary objective. You need to get into range, scout and immediately risk an attack in order to stem the tide. For me, this objective is horrifically overtuned.
Again, I can complete all these objectives with ease once I know what they are, so I can account for them and plan around them. But... Secondaries should be more organic to the gameplay, they should arise and you should be able to split off and do them, without having to have prior knowledge and position units "optimally" to grab them.
At the end of the day, yes, maybe 'hardcore' war gamers will put up with it, but they're a small, niche group of fans. If the company wants a wider fanbase, then they need to scale back these gameplay issues, the difficulty, the tightness of time frame for the objectives etc, and that would feed in to short playtimes in a way, because not everyone is going to sit there for hours playing optimally - some of these missions go on far too long IMO, I think I'm at what? 66 hours for both campaigns now, that's a massive ask for anyone outside of the core wargamer fanbase, and even THOSE fans are complaining about difficulty or tightness in the few reviews on Steam.
To experience these issues you have to first own the game and its low sales that are the issue, not so much bad feedback from owners, who I think are broadly positive - with some exceptions of course.
On reading the feedback I think I'm pretty much sold on the idea that for some reason the marketing of the game either doesn't appeal to the standard strategy game player and/or strategy gamers are totally unaware of the game.
It seems these days most Developers of niche war games sell via companies like Matrix, Slitherine or Paradox who act as a 'hub' drawing together niche buyers to one location. Respected developers like Lock n Load, Avalon Hill, Gary Grigsby, John Tiller, Fury Software/Battlefront etc all work via one of these companies even though some maintain direct sales via their websites as well.
Steam is huge and isn't really a 'go-to' for hardcore strategy games, so I think games like Strategic Mind simply get lost in the flood of eye candy and action oriented games on Steam and new games arrive so quickly, that any new game that doesn't immediately create a big player base buzz (like Valheim did for example) quickly gets buried and disappears.
2. No turn limit changing the way you want it turns MANY people down as well
3. They claim Historical, and badly ballanced the assets. Shure given what kind of game this is AND how it play's they did their best to do the real world assets justice somewhat. As seen with SM:Pazific, they fail miserable in some instances. Even here in Blitzkrieg, a simple old outdate russian plane kills one of the best fighters in the world (not carrier based that is, those are a different story), the BF109, with relative ease, when in reality the german Airforce SLAUGHTERED the early tries to compete with them in the air.
4. Your playing germany and see the different, OTHER , part of the history. Wermacht wasnt all bad, those few directly controlled by the waffen SS are ofc. but the majority of it are, as shown in the very first mission, honorable officers of the old day's, if they promise something, they keep it, if they get the order to kill civilians, they will turn that order down (as Rommel and Manstein did, and thats proven, no arguing about that, and both of them knew NOTHING about what hitler did to the people they conquered (Yes, until 1944 Rommel did know NOTHING about the genocide, he even ignored orders to burn down city's in north africa etc.)
I was searching for a game starting w/ 'strategic' and stumbled on this game purely by accident. It seems interesting. I'm downloading it now.
So I reckon the problem isn't the game - it's the lack of marketing. Nobody will buy a game if they don't even know it exists.
https://www.youtube.com/watch?v=vEB7BkPsWOk