45 people found this review helpful
3
4
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Recommended
0.0 hrs last two weeks / 44.5 hrs on record (44.2 hrs at review time)
Posted: Aug 27, 2021 @ 2:06am
Updated: Nov 2, 2021 @ 12:29pm
Product received for free

IN A WORD: WORTHWHILE
IN A NUTSHELL:
WHAT TO EXPECT: WWII strategy wargame. A new episode using existing model and format. 2x story/cinematic linked campaigns; USA and UK. 20x heavily scripted historical scenarios. Turn-based tactical combat. Cutscene briefings with voice-overs. Command a core force with temporary allies. RPG style army and unit customisation. Stand-out combat mechanics. Detailed prestige reward model. HQ unit gives command level actions. Plays like solving a puzzle. Some GUI ailments. Single-player only.
ACHIEVEMENTS: CAMPAIGN DRIVEN.
STATUS: COMPLETE. WITH MINOR SUPPORT.
WHO FOR/WHEN TO BUY: BUYERS PEROGATIVE

More info below....

https://steamcommunity.com/sharedfiles/filedetails/?id=2585753141
THE LOWDOWN:
For reference here is my detailed review of the previous game from this series - Strategic Mind: Spectre of Communism: https://steamcommunity.com/id/nourl1/recommended/1341170/

Strategic Mind: Fight for Freedom (SM:FfF) continues from where the previous incarnation left off. Using its existing model and format to deliver modified content rather than new a experience. Switching focus to a split campaign associated with the endeavours of the Allied forces in WWII. Instead of those of communist Soviet Union. Focusing on the most historically important battles fought by these factions.

It remains a strategy wargame framed by a historically derived plot. Comprising of heavily scripted scenarios. Replete with cinematic cutscenes. Full of voice-acting for dialogue and briefings. It retains the same turn-based mechanics and tactical gameplay as before. Prestige allows the purchase of units from 10x classes; from army and the air-force. It also allows equipment to be assigned to better define a role or boost low stats. While also enabling the upgrade of units as new models become available.

Combat continues to use IGOUGO turn sequencing. On the same 3D rendered battlefields of highly detailed hexagonal maps. With the same tactical elements. Including the ability to use overrun and overwatch. Where recon/situational awareness continues to play a vital part tactically. Weather and night can heavily affect operations. Neutral factions and temporary assigned forces continue to play an important role in scenarios. Dynamically spawning objectives to seize equipment, liberate allies or capture enemy units remain. So they can be added to your forces.

Minor changes to HQ skills, awards and ranks have been made to better suit Allied military doctrines. Units have received a complete overhaul to better reflect the Table of Organization and Equipment (TOE) of these factions. Along with appropriate heroes and unit assignable equipment. Some 'what-if' scenarios featuring the USA versus the Soviets have also been included.

https://steamcommunity.com/sharedfiles/filedetails/?id=2585756879
THE GOOD:
+ Provides a real alternative to fast-paced, light-touch TBT wargames.
+ Continues to provide deep, involving and intense gameplay.
+ Wider range of historically based scenarios. Varied in the gameplay they deliver.
+ Detailed unit representations using real models for the Allied forces.
+ Story, cinematics and voice-overs combine to bring added context and immersion to this franchise.
+ Nice touches make this game stand-out. New location weather: sandstorms. New Allies centric HQ abilities.

THE BAD:
- Assignable heroes are not immediately available. Can take half the campaign.
- Use of one voice actor did not have a suitable accent for the role.
- Use of too much equipment can result in an overabundance of micromanagement.
- The wait for neutral units to have their turns can be long. Esp. in scenarios such as Dunkirk.
- Experienced one severe interface related bug that caused a CTD. Can be avoided.
- Not enough deployment hexes at scenario start.
- Dynamically spawned objectives with Overly tight deadlines can be frustrating for those who want to complete all.

AND THE REST:
* Two historically themed campaigns. Purely historical British and part historical, part alternate history for the US.
* Historically accurate, well balanced units. Across 10 class types. Air, Land and Sea.
* RPG unit mechanics. Level up units. Select abilities and equipment to define their roles in the army roster.

https://steamcommunity.com/sharedfiles/filedetails/?id=2585757144
ANALYSIS:
SM:FfF is a new entry in the franchise. With modified content. Changing the focus on the factions involved. Fighting battles from the perspective of being the commander of the armed forces of the Allied faction. The story telling and accompanying cinematics remain a vital visual stimulus. Together with written dialogue provided the historical context to explain the importance of the overall situation and next scenario the player will be fighting.

The actual writing despite being executed relatively well, had a few concerns. The use of high-ranking commanders and political V.I.Ps gave the imagined conversations the necessary gravitas. Some of the language may have been questionable at times. With specific details feeling off-kilter. One voice actor in particular did not feel suitable for some of the VO. A few more actors would have made for better variety.

Historical accuracy remained a key cornerstone. Changing many of the game's aspects to encapsulate the locations of battles or the armed forces involved in them. Scenario selection, units and HQ skills all possessed the necessary flavour of the Allies that this title is geared around. One of many essential aspects of immersion. Compared to the previous game the complexion of missions and tactical choice were more diverse. With a broader mix of defensive and offensive battles to undertake. Playing noticeably different at times from the sprawling all-out tank battles of the previous game.

Focused AI attacks made it easy to lose a unit even on easier difficulties. Situational awareness remains vital to position units in hexes to protect them. Reducing the likelihood of players taking risks with their plans. Using alot of activated equipment added some micromanagement toil. Maps tended to be on the cramped side making progress feel bogged down. A few touches like sandstorms in the desert and minefields gave gameplay a little more distinction to the battles in the previous game.

Dynamically spawned objectives with tight deadlines reduced the freedom of command. Requiring the need to maintain flexibility and shift impetus in choosing which prestige rewards to go for. Battles remained involving and intense during some turns because of heavy scripting. Yet reducing the replayability of scenarios. Making subsequent playthroughs play more or less the same. One idea would have been to incorporate a list of possible side-missions and only have some trigger, during some scenarios.

VERDICT:
SM:FfF proved another worthwhile episode of purposeful, involving gameplay. Retaining every characteristic feature from previous versions apart from specific differences given its Allied-centric theme. The game plays exactly like previous versions apart from having tactically different approaches to fighting battles. The heavy use of scripting delivers more of a RPG experience that can feel like a puzzle-solving exercise. While considerably limiting replayability.

Overall an enjoyable game which can feel frustrating, and at times like trudging through a muddy field. For those wishing a different TBT wargaming experience than faster, more forgiving titles this will be a good match. With so many battlefield aspects to consider when plotting moves, this will definitely suit the more patient among us.

Thank you for reading. | Follow my curator here. | Key provided by Turn-Based Tactics
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12 Comments
BITEME!!XD Sep 12, 2021 @ 7:24am 
RTS's are not really my cup of tea but this one looks fun
Thanks for sharing
Two Clicks Sep 4, 2021 @ 1:14pm 
@bcnkor. Thanks for the +1!
bcnkor Sep 4, 2021 @ 5:15am 
+1:steamhappy:
AviaRa Aug 31, 2021 @ 2:42am 
I see. That's sweet then. Thanks.
Two Clicks Aug 30, 2021 @ 12:26pm 
@AviaRa. You start with zero available. You have to unlock them. They just extra values to the stats so are not essential. At least not on easier diffs. Enemy AI doesnt use heroes in the same way the player does.
AviaRa Aug 30, 2021 @ 11:27am 
I recall reading your previous review. I'm wondering how much are those heroes essential, or if their presence perhaps can be turned off?
Well, you said they are "assignable", so I guess I could not use them, but I assume that enemies deploy their own anyway...? Thanks.
Two Clicks Aug 28, 2021 @ 11:26am 
@Extragamer. :steamthumbsup:
@TNTFTB. Yes there are but some lessers ones are quite good. This is one is one the better made derivatives. Offers something different.
TNTFTB Aug 28, 2021 @ 4:25am 
Feels like this genre has so many games, but I guess there are lots of WW2-themed enthusiasts. Thanks for reviewing!
Extragamer Aug 28, 2021 @ 4:15am 
:okey:
Lampros Aug 27, 2021 @ 7:29am 
Will do!