GRUPO DE STEAM
The Irregular Gamer TIRGM
GRUPO DE STEAM
The Irregular Gamer TIRGM
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JUGANDO
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ONLINE
Fundado
17 de mayo de 2021
Idioma
Inglés
Two Clicks 20 DIC 2024 a las 1:07 p. m.
FULL REVIEW: Zero Order Tactics
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Zero Order Tactics is very much a marmite game. A fantasy themed roguelite that is simple to play, yet very challenging to beat. Due to a multitude of design factors it's as unforgiving, as it is unbalanced. Has a fair amount of content, but not much variation. Limitations due to its made for tablet/mobile build, restrict any visual experience it has to offer.

For anyone with a mindset similar to that of a chess player it may be a great match. However, I came away from it feeling utterly dejected. It is certainly one of those games that is instantly forgettable as much of its staying power depends on progressing and unlocking new characters and their corresponding armies.

While there is little wrong with it, it's over-engineered design will be of detriment to anyone looking for a casual strategy experience. As such it will surely only MAYBE appeal to a specific type of strategy gamer.
STATUS:
Fully released. Well polished. No real issues seen or reported other than an unbalanced design
APPEAL:
For strategy gamers with a penchant for very challenging chess or puzzle-like games with an innate hands-off style
VALUE:
Given it's limited audiovisuals and the repetitive content a fair sale should be sought for those that can wait

Key provided by the developer through my curator THE IRREGULAR GAMER | Click to follow and receive updates for reviews of a similar nature

More info below....

https://steamcommunity.com/sharedfiles/filedetails/?id=2835711575
CONTENT:

► ZOT's PREMISE combines the tough challenge of games like Intro the Breach and FTL with an auto-battler that plays on hexagonal maps. A roguelite framework encourages long-term character development through repeated runs. Off-hands mechanics gives it a certain automated chess-like feel, but with a more dynamic nature.

► The only GAME MODE is a solitary x3 act campaign designed to be replayed with x9 different characters to unlock. Levelling these characters permanently gains starting bonuses, making subsequent runs a easier. Ironman mode is available.

► Each CAMPAIGN act is played across a consistent fixed nodal map made up of quests and traders. Close attention has to be paid to the route being taken as facing certain encounters may be beyond the capability of the player's hand.

► With only x3 sizes of MAPS and x5 TERRAIN types, a few more really need to be included. Battlefield diversity isn't helped as objective start and end positions are roughly limited to the same tiles.

► An increase to the same x3 QUESTS types (escort, capture & defend) would help reduce the repetitive experience. Quests are very short lasting 3-9 turns depending on map size. At least one objective must be completed to be victorious.

ATMOSPHERE:

► The SETTING incorporates standard fantasy tropes, with several sets of familiar races. Other than completing runs there is no real STORY to the game. The GAMEWORLD has a purely generic composition, but units and mechanics have a good attention to detail.

► AUDIOVISUALS are very limited. Basic pixel graphics and sound effects join a decent if solitary soundtrack. Since the visual resolution is made-for-tablet/mobile, graphics do not scaled properly to 1920x1080. Playing on full screen is preferable to windowed mode due to seeing everything smaller.

EXPERIENCE:

► The GAME LOOP is short and minimalistic. This gives ZOT 'that one more go' feel that is sure to entice players who enjoy its particular challenge or do not mind repeatedly losing. Between quests characters gain skills when levelling, can trade for deck inventory, gold and XP for other tiles and benefits.

► GAMEPLAY is an ensemble of intricate strategizing, macro-planning and delicate manipulation of the battlefield all in the hope of anticipating how the next turn will unfold. The idea of playing 'a god' only translates in the most minor of terms as there are not enough factors to effect much change. The number of actions per turn is purposely limited.

► The map PREVIEW is the key to anticipating how the battlefield will likely evolve next turn. Yet it is never shows 100% of the flow of unit actions which can change depending on unit initiative.

► UI is basic and comes in the format one would associate with mobile games. The option to use dyslexic fonts will be of obvious use to anyone who has a hard time with the standard set.

MECHANICS:

► TBT COMBAT is completely hands-off, requiring the player to use their tactical options and limited actions to make the best of deployed units, the enemies in front of them and the terrain between both. A tricky proposition given the preview. Only some spells can give direct orders to units.

► Each playable character has a particular set of UNITS of a specific fantasy race. Basic classes have several tougher versions which are gained as rewards from completing quest or be obtained from traders. Units from other races can also be gained in this way.

► AUTOMATED MOVEMENT means units keep moving towards the opposite side of the map every turn, up to their allowance. Impacted by enemy proximity and terrain, though the interface isn't completely clear which has preference. They are recycled once they leave the battlefield, are swapped out or die.

► TACTICAL ACTIONS derived from the tiles are limited to one of each type per turn. Such as: swapping terrain tiles, deploying units, swapping active units or casting spells. While restrictive this makes strategizing a straightforward affair.

► A fair range of SPELLS help provide a some nuance to available tactics. Most are geared to manipulate units on the battlefield. Limited by mana they can only be used piecemeal as mana takes time to acquire. Though if enough is present more than one spell can be cast per turn.

► Some UNINTENDED CONSEQUENCES are the crux of dynamicity. Units can avoid collecting reward chests because adjacent tiles are more preferable to move across. Objective unit can kill allies by sending them into a water tile or by using the nudge spell.

CHALLENGE:

► ENEMIES come in their own racial groups depending on the mission [terrain] type. Possessing a little nuance in their attack patterns, abilities and favoured terrain tiles. They attack in waves and sometimes frustratingly deploy close to objectives, leaving the player with no option but to sacrifice one or the other.

► The AI is merciless and barely ever puts a foot wrong. By going second it takes advantage of any mistakes. It enjoys the benefits of preferential terrain, numbers and deploying its units behind the player's units and objective.

► The ENDGAME against bosses are the epitome of playing against a stacked deck. Everything is arrayed against you, despite gaining stronger units, configuring your terrain tiles and acquiring new spells. Plus a good number of character upgrades.

COMPLEXITY:
🔶 ACCESSIBILITY - The short and useful tutorial is disabled once played. Tooltips are extensive and needed due to the diverse nature of units and their abilities.
🔶 DIFFICULTY - Very steep difficulty curve. Make the right choices and the game can be rewarding. Fail to plan adequately, choose a quests whose terrain that doesn't stack up to your hand and be punished for it. Boss fights are painfully hard. The undo can be used an unlimited number of times before a turn is committed to. Though not in Ironman mode.
🔶 BALANCE - Enemy numbers, the rate of reinforcement and having better units than the player make for an unbalanced experience. The hands-off style compounds this. Not to mention the AI deploying multiple units near objectives.
🔶 PACE - Since quests are very short in nature a successful run through the first act could take a few hours at most.
🔶 SCALING - Should start off be easier. Missions do become harder at a decent rate through the first act. Don't know past that. In my 16h of play I could not beat the first boss.

STAYING POWER:
🟨 REPLAY VALUE - A lack of true progression makes the game frustrating. For those players with the right mindset, the game has that one more go feel. Even if they will be replaying what is essentially a very repetitive core game.
🟨 LONGEVITY - Achievements requiring the completion of the game with all characters should give players a lot to do. Especially given the game can be quite difficult.

PRODUCTION:
🟣 QUALITY - Some bugs have been reported. Most look like they've been squash in recent updates. Overall polish is good too.
🟣 OPTIMISATION - Runs consistently at 60 fps throughout. There are a few reports of high tmp and resource usage on higher spec machines. Which could also apply to Steam Deck.
🟣 STABILITY - No crashes experienced. Not many other issues reported.

MISC:
🟣 SETTINGS - Minimal. Apart from music and volume controls there is only the option to change from full screen to windowed modes.
🟣 CONTROLS - KB/M only. One key provides the essential total preview for when it comes to planning. The enemy's turn can be fast fwd'd to speed up the pace of the game.

https://steamcommunity.com/sharedfiles/filedetails/?id=2835698144
REVIEWED
WITH:
Build v1.00.8 & 1.00.20
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1024x768 table windowed & stretched to 1920x1080 fullscreen, EVO850 SSD

Thank you for reading