Friday, September 2, 2011
RTS Review
Reviewing RTS games I have played/ have tried out for this assignment.
Age of Empires: Good: Feeling of time and depth, specialization in any kind of unit can be successful, differing slightly for civilizations.
Bad: Resource management Ex: anything in the last age takes huge resource commitment, slow overall feel, very simple pathing.
Age of Empires 2: Similar to the original, Good: look and feel of civilizations better managed, unique traits allow for different strategies, buildings require siege equipment to take down, stances allow for better unit flexibility.
Bad: Map reference, you frequently have to check and double check to see where you are being attacked, Attacks largely ineffective until mid game.
Age of Empires 3: Good: two map hometown and settlement stages and tie in (supplies/troops) is easy to learn and use. Trade routes add to the momentum of the game, effects are just plain fun to watch like the cannons firing on ships or buildings, long progression.
Bad: Card-based unique tecs and features require too much time investment, the effectiveness of cannons lead you to rely on them and a few support troops, AI can be dodged if you move around the map.
Age of Mythology: Good: God powers allow for deciding conflicts quickly and give the game much more strategic depth, balance with paper-rock-scissors method, defense discouraged but doable, moderate pace, play style changes greatly depending on race/deity choices.
Bad: Flimsy buildings and very powerful troops lead in to rush tactics only.
Rise of Legends:Good: Easy to pick up and play, functionality of troops and buildings flow well, civilization differences are vastly distinct, plenty of late game options, use of territory to affect morale well done.
Bad: Too many late game options when any one is effective, quickly loses it's depth after basics are learned.
Total War Shogun 2: Good: Options presented in clear ways for the strategic thinker, constant choice between specialization and general benefits, combat is realistic and morale system reflects large scale warfare well.
Bad: Slow progression and loading screens between the turn based overworld and RTS combat creates a lag in gameplay.
Gate 88: Good: Easy to learn, quick interface, multiple options for the player and the player is the instrumental part of any attack or defense.
Bad: Controls asteroids-based and setting up a well organized base with these controls takes too much time.
Future Cop, Precinct Assault: Good: Player controls smooth and player actions directly effect game result, indirect method of winning forces player to think strategically, large variation in maps.
Bad: Game can drag on, the player losing or winning at odd moments.
Battleships Forever: Good: Slick two-D control for spaceships, facing, strafing, and momentum easily handled; control over percise aim on targets on opponents ship, destruction of parts instead of wholes, large variety of guns and special weapons.
Bad: Short and included ship creator little use without two player.
Tower Defense. Kingdom Rush: Bubble Tanks: Basically similar, so. Good: player's actions are simple placement and upgrade actions, game tempo slow but feels rushed, addictive.
Bad: feelings of loss of control, AI priorities targets, and without trial and error frustrating. Without a placable temporary blocker games feel arbitrary.
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