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they might as well just change the "retreat" abilities to "increase movement speed (but you cant attack)". this would make much more sense.
And getting stuck in combat is way easy and happens too fast.
Hopefully it jsut seems really basic because it is the initial chapters that are trying to teach the basics. But as an experiences RTS player it just seems to be missing a lot of depth
I dont know, are you supposed to be playing the game one handed? because its perfectly possible to do so (Your other hand is reaching for your wallet to make a online purchase of 100 AOS figurines and the deluxe edition)
I also fully agree, this game feels sluggish/drawn out/slow. Even though combat is fairly swift when it happens, it feels like getting there is a chore. This makes the game feel dull and especially so when you've very linear map designs so there's no real thinking or planning on where you go. You are directly limited on where you can go and how long it takes you to get there and when you get there its a pre-designed fight. So you know you're going to not only get there slowly, but also that you are expected to win the engagement.
It all feels more like you're "press F to pay respects" rather than engaging your mind; scheming and planning and acting out plans to overcome a challenge within the game.
It just feels "off" and that's a huge shame because the game is quite pretty and runs well; although on the looks front I'd also say something feels off with combat too. Whilst its swift and deadly it just feels like it lacks impact. Units come together and do their battle dance and you use a few abilities; but it just lacks some sense of impact; of urgancy or pressure or visual spectical.
It's not like when your units clashed in Dawn of War where you really felt like battle was getting tough and felt impactful. It's likely not helped by the fact that in the demo your ranked come close combat units just keep charging forward whilst firing. Whilst we get that nice switch from ranged to close combat that Dawn of War started in RTS; we lack that feeling that our ranged units are, well, ranged when they keep charging.
A few other things feel off too - like having WASD map movement and then having your attack on the f button. Which feels like they've played a topdown game before but never an RTS to know that everyone uses A for attack commands for ages and that map movement is normally done via either the arrow keys or the mouse.
A point others have raised is that this was made for console and PC and I think al ot of these things; like the slow/sluggish feeling and button layout and even the lane design of maps - that all feels like its built around a console game first with elements designed to account for the slower control and more clunky controls that RTS games inevitably have when working with a controller instead of mouse and keyboard.
Whilst its good to see developers wanting to get the game into more gamers hands; it feels like the wrong move to make "my first RTS" a console pc hybrid. Would likely have worked better making a "diablo" style game which would work smoothly with the strengths of console controls and also port really easily into pc with those same strengths. Rather than an RTS that feels like its being made for the wrong machine and suffering for it.
It's a shame because it looks good and it runs well. There's been a lot of work go into this game; a lot of skill and effort. It just don't feel "fun"
It's definitely incredibly slow to play but the worst bit for me was the cutscenes. Here's an out of game cut scene, then just for good measure, here's six in game cut scenes. It's like a Lost Ark boss fight - take away my agency and I'm immediately angry.
Why would you do an in game cutscene to deliver some dialogue, that makes the game stop and makes me wait even longer to get to the next bit?
There's no base building, and it's completely linear. Go to point A. Slowly. With cut scenes. Capture it and 'build' a pointless base that does basically nothing. No watch towers, no barracks, no nothing. Enjoy turtling? Or actually doing any of the established enjoyable bits of an RTS? Well tough luck!
The units are not fun to use, they don't respond quickly, and moving around the map is slow.
Units auto-attack is weak - they stand around, in completely the wrong battle order that makes no sense, and don't react to being attacked.
I would expect them to form up sensibly with melee at the front and ranged weapons at the back.
Anyway. Would not recommend. This is a terrible game, and no-one should buy it.
Also, really didn't enjoy discovering GW renamed Orcs to Orruks. They really have retconned themselves to death (and before anyone asks, it was orcs in Warhammer Fantasy, and orks in space when their IP was still good and the Emperor was an ineffectual fop which was why it was a grim world of perilous adventure).
As for abilities there is a group system. When you've multiple units selected they appear as icons on the bottom middle of the screen. Click the icon and it selects that unit from the group (whilst still keeping the group overall selected); which means those units abilities are now in the left hand side to select (or select via hotkey).
This is the thing there are good elements in the design like that. There's a lot of work and quality that's gone into this game to make it work. It's just not really RTS; not PC RTS and its not got that element of "fun" to it.
Also I agree about the constant pauses for small videos and text. Whilst I get that its a tutorial/early part of the game; there's a balance to those things. Warcraft 3 did really well with balancing how often you got taken out of the game for those interludes and how long it would leave you in-game between them. Too often and its just painful and annoying in any game.