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Showing posts with label Kalypso Media. Show all posts
Showing posts with label Kalypso Media. Show all posts

Dungeons 4 Headed to Nintendo Switch on October 17th!

Bracknell, UK - 30th September, 2024 - Publisher Kalypso Media and developer Realmforge Studios have announced a new way to play the fan-favourite dungeon management simulator Dungeons 4, with the official Dungeons 4 – Nintendo Switch Edition arriving to the Overworld October 17th.


The Tech-Savvy Evil has been hard at work, developing a way to compress raw evilness into its purest, most concentrated form ever. And it has made a breakthrough! Dungeons 4 – Nintendo Switch Edition, using an ingenious new formula, allows the Nintendo Switch system to simulate an EPI (evils-per-inch) level 666 times beyond what was previously thought possible.

Dungeons 4 – Nintendo Switch Edition unleashes darkness upon the Overworld as the Dark Elf Thalya seeks to conquer the forces of good once and for all with the help of The Absolute Evil and his compact minions. While Thalya rallies her Snots to her Evil cause, the do-gooders of the world led by Thalya’s abhorrently holy half-brother Tristan, welcome the stalwart Dwarves to their cause to prevent the destruction of the flourishing Overworld.

This edition will contain extra content, not available with any other edition, such as Thalya’s Princess outfit and a fashionable new look for the Little Snots and the throne room. Content from the Digital Deluxe Edition of Dungeons 4 can also be found in the Nintendo Switch edition, including: the iconic ‘Storming of Dollaran’ map from Dungeons 3, the official soundtrack, the digital artbook, and a special skin for the Absolute-Evil’s-Slapping-Hand™.

Dungeons 4 - Nintendo Switch Edition will emerge from the darkness on October 17th and is available for pre-order on September 30th with a 10% pre-order discount. The first DLC for Dungeons 4, titled “The Good, the Bad and the Evil” will also launch on Nintendo Switch on October 17th, with a 10% launch discount until October 24th.


Features:


Follow the Evil Way: Dungeons 4 – Nintendo Switch™ Edition features 20 fully-voiced (toss a coin to your Narrator) and deliciously evil missions, and several skirmish maps for those seeking a challenge.

Change the world: Set up your evil home base on vast Underworld maps and prepare to spread your Evilness across the huge Overworld, turning the lush environments over to the dark side.

Everything is better with Dwarves™: the Dwarves have arrived to build their underground strongholds as the hardy fellows compete with the Ever-Expanding Evil for space and resources.

The Multi-Faceted Evil: Thalya’s perk system places impressive new powers in her impatient hands.

Work together, slay together: 2-player co-op multiplayer with both players managing one Dungeon together. All maps from the skirmish mode and the campaign are playable in co-op.

Extra Evil: The Dungeons 4 – Nintendo Switch Edition comes with an exclusive “Princess” outfit for Thalya, new skins for the Little Snots and your throne room, as well as the ‘deluxe package’ including the ‘Storming of Dollaran’ map, skins for Thalya and the Evil Hand, the official soundtrack and the digital artbook.


About Kalypso Media:


Kalypso Media Group GmbH is an independent publisher, developer, and marketer of interactive entertainment software with over 200 employees at 10 locations across Germany, England, France, Japan, and the USA. The Kalypso Media Group includes Kasedo Games, the digital label of Kalypso Media Group, along with four development studios: Realmforge Studios (Dungeons series), Gaming Minds Studios (Railway Empire, Port Royale, Tropico 7), Claymore Game Studios (upcoming: Commandos Origins).

Specializing in the development of strategy and simulation games for a global audience on multi-platforms, Kalypso Media Group's IP portfolio includes full rights to the Tropico series, Commandos, Port Royale, Dungeons, Sudden Strike, and Railway Empire, among others. Kalypso Media's most recent releases are Railway Empire 2, Dungeons 4, The Inquisitor and the upcoming Commandos: Origins (2024). Recent releases from Kasedo Games include IXION (PC) and Recipe for Disaster (PC) and the upcoming Warhammer 40000: Mechanicus II. Find out more at www.kalypsomedia.com.

Nintendo Switch is a trademark of Nintendo. 
Article by: Susan N.
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Kalypso Media advocates for visibility of Women

Kalypso provides tips in celebration of International Women's Day

Bracknell, UK, March 8th – Kalypso Media is eager to embrace International Women’s Day to help spotlighting the importance of equality and gender justice by advancing the visibility of women in our industry. We therefore want to break down barriers and encourage women to find their way into the lively, exciting, and diverse working environment.

We've approached four bullet-proof members of the Kalypso HQ team to share their advice for women considering entering the industry:
 

(from left to right: Dr. Bettina Albert, Nadine Wolf, Dr. Anika Thun, Jeanette Motzek, Carina Wolff)

 
“I have found fulfillment in the gaming industry and can only encourage you to pursue your passion for gaming and consider a career in this dynamic field. The industry offers endless opportunities for creativity, innovation and growth, and your unique talents can greatly help shape the future. As a woman at the top of the company and as a mentor, I would like to advise you to build a personal network early on and take advantage of mentoring opportunities. Look out for role models and start asking questions – mentoring programs are a good opportunity to learn from other women and network, but you won’t necessarily need an institutionalized framework to kickstart your career. Read, connect, engage & stay curious!”
Dr. Anika Thun, Managing Director of Kalypso Media Group

“Art doesn’t care for gender – and everyone is welcome in our team. Make sure to have a solid toolset ready at your fingertips – creativity is core, but doing artworks for a company is a craft you need to master. Experiment with different software tools, study the latest trends and design techniques, and most importantly, don't be afraid to push the boundaries of your creativity.”
Carina Wolff, Head of Graphics
 
Break the ‘likeability’ bias. That doesn’t mean you should stop being nice to people, but pursuing your goals might require you to use traits some people still view as ‘male’.  If you don’t feel like smiling on that picture, don’t. However, if you feel like wearing that pink dress, wear it. Don’t try to be what you feel is expected. Be whoever you are. Be authentic, follow your goal and you will succeed.”
Dr. Bettina Albert, Head of Customer Communications
 
“Don’t stop dreaming. And dream big. As a gamer girl, even when studying a non-games related subject, I always dreamt of working in games. I did some internships to check out options and directions – but scored with my first job after university. There might be less women working in games than in other fields, yes. But don't wait to be noticed – YOU control what happens and YOU have the skills, determination and creativity to make it happen.”

Nadine Wolf, Junior Social Media Manager
 
Kalypso Media values the impactful and ongoing movement of International Women’s Day, and would like to thank all women in their 200 employee team for their dedication, power and strength!


###


About the Kalypso Media Group
 
Kalypso Media Group GmbH is an independent publisher, developer and marketer of interactive entertainment software with over 200 employees at 10 locations across Germany, England, France, Japan, and the USA. The Kalypso Media Group includes Kasedo Games, the digital label of Kalypso Media Group, along with four development studios: Realmforge Studios (Dungeons series), Gaming Minds Studios (Railway Empire, Port Royale, Tropico 7), Claymore Game Studios (upcoming: Commandos Origins), and Bulwark Studios (Warhammer 40,000 – Mechanicus).
 
Specialising in the development of strategy and simulation games for a global audience on multi-platforms, Kalypso Media Group's IP portfolio includes full rights to the Tropico series, Commandos, Port Royale, Dungeons, Sudden Strike, and Railway Empire, among others. Kalypso Media's most recent releases are Tortuga - A Pirate's Tale, Railway Empire 2, Dungeons 4, The Inquisitor, and the upcoming Commandos: Origins, 2024. Recent releases from Kasedo Games include City of Gangsters, the console and tablet versions of Warhammer 40,000: Mechanicus and IXION (upcoming: Uncle Chop’s Rocket Shop). Find out more at www.kalypsomedia.com.



Article by: Susan N.
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Matchpoint: Tennis Championships Review

Matchpoint: Tennis Championships by developer Torus Games and publisher Kalypso MediaSony PlayStation 5 review written by Pierre-Yves with a copy provided by the publisher.

Estimated Reading Time: 7 minutes. 


Finding myself back on the digital Tennis courts this summer, I found myself competing in Matchpoint: Tennis Championships. Coming from Torus Games and Kalypso Media, this newcomer to the court definitely has some potential especially with how easy it is to pick up compared to some of the others in the stadium.

Having not actually sat down to a Digital Tennis experience since the 2020 releases of AO Tennis 2 and World Tennis Tour 2, I figured I was in for a bit of a tough lesson before things could start to go my way. Making sure to not repeat past mistakes, I went into the tutorials, I learned how to do everything that it could teach me and then I started up my career. From there, imagine my surprise to find a Tennis title that not only felt comfortable to play, but was also comfortable to play with my custom made character that was only starting out in the rankings. I hadn't even trained yet!


This is where I think Matchpoint may find its niche. Unlike some of the other titles out there with loads of big names, tons of features and loads of player customizations, Matchpoint may not have as much under the hood, but it’s really easy to pick up and get started. Split between My Career, Quick Match, Practice, Tutorial and Training under a Local Mode, there’s also a Ranked Match, Casual Match, Block List and the ability to Invite a Friend under an Online Mode. While starting off with the tutorials and training modes is always a good place to start, you’ll probably want to dive into the Career Mode to really learn your way around Matchpoint’s real learning curve, your digital opponents on the court.

Starting off with a qualifier match to find your overall starting rank, once that’s done, for better or… worse in my case… you’ll start to be able to pick what you want to do out of a running schedule. Training Exercises, Exhibitions, Opens or Championships, each will have its own amount of time that needs to be invested to better yourself and your standings. Starting off with the Training Exercises, these are probably the quickest to do both in terms of time required out of your schedule, and actual time to complete them. Generally coming in under two or three minutes, whether it’s practicing how to perform an Ace Serve or volley the ball back into a specific spot, it won’t take long before your stats increase making you that much better for the next challenge.

From Training Exercises, you can move onto Exhibitions where you’ll face off against a random opponent. This is a bit where you can start getting a real feel for Matchpoint as the AI won’t just sit around letting you pull off dirty tricks over and over again. Your opponent will adjust themselves based on your routine and start pulling off some dirty tricks of their own. The level that this comes about will depend on that opponent’s rank, but this leads into partaking in the Opens for the first time as it can skyrocket your standings.

So for example, after winning my first open I went up 139 ranks to bring me from a horrid 274 to 135. While I did lose another two ranks going back down to 137 by going to a training session instead of an open, this led me to the next open where I really started to find my stride with the mechanics, the computer AI, and my own player AI.

Starting with 6-1 with the qualifications match, the quarter finals would see back to back 6-3, 6-0 before stepping into the semi finals for a 6-0, 6-0. By this point I was sweating from more than looking at the clay court that my player was standing on. Moving into the final match of this Open, I found myself matched up with the number 16 seed making me wonder… how bad is this going to go? With my stats in the 20s and theirs in the low to high 80s, it was going to be a fight to win.

This is really where I started to appreciate Matchpoint: Tennis Championship. While the stats of the opponent far dwarfed mine, it didn't mean an instant loss. It did mean a constant adaptation to find new tricks, serve and return patterns, but it wasn't impossible as it often is when playing way outside of your "weight class". Winning 6-0, 6-0, this would once again skyrocket me another 49 ranks to rank 88 which like the precious 137 would let me enter into the more intensive Championships now that I wasn't ranking in the 200s.

With this said, and I did on an overall enjoy my time with Matchpoint: Tennis Championships, it wasn't all sunshine and rainbows to get there. Like I said above, unlike others in its class, there are some bigger missing options and the gameplay itself when it comes to the AI, opponent and your own, were not always on the ball.

Starting off with character customization, it's bare bones. You have access to a few different face types, a couple hair styles and one beard. One. For someone like me who's never been the most athletic, being able to recreate myself had always been a high point but with Matchpoint I couldn't even get close. Is this a deal breaker? I don't think so but the options are very limited so you're basically stuck with whatever is currently available.

Next up is one gameplay feature that I thought was sorely lacking. The ability to call for a review. There are a lot of balls, both hit by the opponent and myself that should have been called out of bounds, or reviewed to declare that they were inbounds. Not having this option could cause some grumbling as it was clear as day that it was inside the lines, yet, I lost the point because it was called otherwise.

Moving into the features that may be deal breakers, is the AI. Perhaps a point of frustration for me at multiple points, sometimes the AI was for lack of better terms, sleeping on the job. A fair amount of your character's movements will not be entirely in your hand, but that of the AI. This is why Matchpoint may be more accessible to new players as there's help in how your character moves allowing you to perhaps return a ball you may have otherwise missed by moving in the wrong direction.

The issue with this is that it doesn't always respond to your input. Oftentimes while in back to back matches in an open, I would miss returning a serve because my character stood there, and then moved once the ball had passed. It's also like the system knew what had happened because it would again oftentimes offer me up a freebie as it was clear that my opponent should have returned that.

And while I can to a degree live with that as it generally did more good than bad, where things got complicated is in how it affects your court movement. It wasn't the easiest to move up to the net and play a close style that can stress out your opponent. You really had to force your character up to the net as even the right shoulder (R1) function to play that style didn't help you until you were close. It's unfortunate because the rest of Matchpoint, with or without the customization, is fun. 

Summary

So while the current status of Matchpoint: Tennis Championships could use some smoothing out and a few extra features, such as character customizations and an ability to call for review, it's still a decent Tennis game and I enjoyed my time with it.

Score: 6.75 / 10


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Disciples: Liberation - PS5 Review


Disciples: Liberation
by developer Frima Studio and publisher Kalypso MediaSony PlayStation 5 review written by Nick with a copy provided by the publisher.

Estimated reading time: 5 minutes


Disciples: Liberation is the latest entry in the long-running series and has thankfully made its way onto consoles as well as PC (check out Pierre-Yves' preview). It is the type of strategy / RPG hybrid that I find it incredibly easy to sink oodles of hours into, and thankfully Disciples: Liberation makes that an enjoyable experience for multiple reasons.

The story starts off in rather typical fashion, following our heroine Avyanna from her relatively nondescript beginnings to becoming the focal character in a dark fantasy story that touches on a variety of different themes. Those familiar with the prior Disciples games will recognize some names mentioned here and there, but this is a standalone title simply set in that world. However, the beginning was a little rough for me, as I’m not a seasoned veteran of the series and the early focus was on the characters and less the world building. There’s always that fine line to straddle between too much exposition and helping new players not to be confused, and admittedly during the first few hours I fell mostly into the latter category.

It helps however, that the characters are interesting and I like that this is not a linear game. Your choices do have an impact on the story and your related characters, and that greatly helps the replay value here. Interacting with your companions can impact romantic storylines as well as unlocking new abilities. It makes investing in the characters worthwhile both form a narrative standpoint as well as a gameplay one.

Speaking of the gameplay, it's an interesting mix of elements. Exploration is handled in real-time, where you come across some light puzzle elements here and there (throw this switch to open that gate, those kinds of things), encountering roaming patrols and so on as you seek out your quest endpoint. Combat is a turn-based affair, on a hex grid where you have to spend action points to move around and issue attack commands.

Sometimes there are elements on the battlefield that do things like heal characters, but mostly the focus is on baiting enemies into terrible positioning. Avyanna’s best friend Orion is key to this during the early stages as she assumes the role of tank to draw people in, while he is a rogue who can go invisible and get behind an unsuspecting opponent. Once you have an enemy pinched, you can deal much more effective damage.

Early on these battles are pretty challenging, and as you get new characters with different abilities than you’re used to, there is a bit of a learning curve to be had there as well. Given the turn-based nature of the tactical combat, the pacing of the game can be quite slow. Thankfully as your group becomes stronger, if you encounter easier battles there is an insta-win Conquer option that I was grateful for. As you gain more characters and once Avyanna starts to grow in power (except for her, each character only uses one piece of equipment. She can be fully decked out though as well as learning spells), the battles become more manageable. One of the areas of focus with Avyanna is her skill trees, which there are three flavors of. That leads to trying to decide between heavily specializing or being a jack of all trades.

One of the other aspects of progression that I really enjoyed is the city of Ylliana. You discover blueprints along the way and start to harvest from several different types of resources. Just like the storyline and developing Avyanna, Ylliana can also be grown in a variety of different ways. These will impact the types of troops you can recruit and your ranking within different factions can impact their efficacy. The four legions are the undead, the damned, the empire and the elves. Similar to Avyanna, you can choose to be specialized or broad, leaving you to decide between stronger units of one type or more variety to handle a wider range of challenges.

In terms of the presentation, the visuals are solid if not always spectacular. In typical fantasy fashion, you have some attractive character portraits and some notable landscapes along the way. The musical score is fitting if not the most memorable I have ever heard, but the songs compliment the sound effects and visual nicely and create a convincing package. I often found the characters more interesting than the world. I’m not sure if that’s necessarily the writing – which was adequate but seldom struck me as great – or just my inexperience with the series. 

Summary

Disciples: Liberation is a very enjoyable fantasy game that mixes turn-based combat with real-time exploration and a smidge of simulation / city-building. It can be a risk trying to balance these different elements, but kudos to the development team for striking a satisfactory balance. I really enjoyed my time with this game and it is pretty easy to sink a few dozen or so hours into it. Fans of strategy / RPG titles will find a lot to like here and should definitely give Disciples: Liberation a look.

Score: 8 / 10

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Disciples: Liberation - PC Preview


Disciples: Liberation
by developer Frima Studio and publisher Kalypso MediaPC preview written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 9 minutes


The Disciples series, originally designed by Strategy First, is back again with its fourth entry currently within Early Access by developer Frima Studios and returning publisher Kalypso Media. Taking a turn towards something new in this turned based building strategy compared to its predecessors, I've easily sunk over a dozen hours and can honestly say that I'm sure I've barely begun to scrape the top.

Now unlike the much more known Heroes of Might & Magic series started by 3DO and then picked up by Ubisoft for HoMM V and on, Disciples fell into a more niche category that unless you knew someone who played it or took a chance at picking up the box on a shelf? You could have easily missed it. What made this series different is that instead of gathering resources for giant armies, you raised the strength of individual units to fight for you. This brought more of a "personal" touch to the experience as you really didn't want to lose anyone unless it really was a tough battle and then perhaps cried a bit even in victory.

Not having played the series in quite some time, I re-loaded Disciples II: Gallean's Return (Dark Prophecy / Guardians of the Light / Servants of the Dark), Disciples II: Rise of the Elves and Disciples III: Renaissance. Having gone back through where the series has come from allowed for quite a comparison of how far the series has come. No longer the series that I used to spend entire weekends playing the campaign or going head to head with a few friends, gone are most of the turn-based elements of the world of exploration in favor of a real-time faster paced experience.

This move was perhaps one of the biggest changes to get used to. A lot of this series and those like it have relied for so long on the fact that units could only move so far per turn allowing you to deviously calculate your next move or frantically scramble to defend your main base. These elements are both actually now gone as our protagonist Avyanna moves around the world in real time conquering ore mines, wood mills and other resource sources as needed. Or at least, as what’s possible within her current army strength and your own strategic mind.

Along with this turn to a more real-time experience, Disciples: Liberation has also moved into a more RPG like direction with choices and consequences. Now instead of having a campaign based on scenarios, the campaign is based in chapters with your choices forming your path forward as well as your relationships with your allies. Are you friendly? Cruel? Power hungry? That’s up to you but just be sure to prepare for the consequences as some people will really not have the tolerance for your wit even if you yourself found what you said quite funny.

This was perhaps my favorite part of the shift in direction for the series. Falling more in line with the likes of BlackIsles, Interplay, Bioware, Obsidian Entertainment, Bethesda and more, the adventure that you find yourself within is a lot more hands on than simply moving an army or a force to be reckoned with across the map and then winning battles against crazy odds. Where do you want to start? What do you want to do while you’re there? How much do you actually want to do while you’re there? These choices are all yours as this adventure is all about how Avyanna is building up a force of her own with elements from returning factions such as Legion of the Damned, the Undead Hordes, the Elven Alliance and the Empire (basically humans).

Continuing on the twists of the series, Avyanna does have a home base in order to build new buildings and research new spells, but it doesn’t exist in any of the areas that you are exploring. Instead, your base of operations exists somewhere that can at all times be teleported to as long as you're in the outside world and not diving underground or inside into a dungeon-like area. This base of operations lets you build structures in order to hire new units that can be leveled up and upgraded over time to be more useful to you.

Now there are three elements that I really enjoyed with this feature. The first, is that because Avyanna leads her own faction, you get to pick which buildings are put into place. Want a hybrid set of undead, demons and elves? Go for it! There’s nothing stopping you from doing this. The second element is that as there is limited space, you aren’t bound by early game decisions. Once you run out of place and want to switch things up, all you need to do is phase out what you don’t want and either phase something in or build it from scratch. It keeps with the level of customization and it doesn’t punish you for trying new things out down the line.

The third element that I really enjoyed is that unlike the previous entries into the series, if you lose your minions you don’t need to cry (as much) as long as you’re not deep deep within a dungeon. The reason is that because of the more open ended approach to the adventure, there are elements in place that allow you to hire new units and then train them up to Avyanna’s level as needed. This not only avoids having to try to keep new units alive while at low levels, but it also lets you catch up units that you may be keeping in reserve in case something does happen.

Combining the hirable units with Avyanna herself, and there’s one more element to take into account before heading into battle. Alongside the hirable units, any companion of Avyanna’s can join her in battle. Each of these units are much more powerful, contain incredible abilities and unlike hirable units, if they are downed in combat, they’ll come right back once the curtain has fallen on the corpses of your enemies.

With the real-time shift of the rest of the adventure, this latest in the series takes the hex based combat put into place by Disciples: Renaissance and refines it. This switch from the your forces on one side and the enemy on the other offered up a much higher stakes tactical game as you now had to worry about where all your forces were at all times such as with others in this vein like Black Guards (2) and Gloomhaven. Now instead of worrying about Avyanna’s level, her companions levels and her hired units levels, you also have to worry about where everyone is standing on the field so to both maximize your force’s capabilities and minimize your casualties.

Set up in an initiative order, battle takes place in rounds that give every unit the ability to act at least once per round short of counter-attacks and attacks of opportunity. Unlike your traditional experience though, characters, companions and hirable units all have two mana modules of differing or matching colours. What these mana modules do is allow any and all characters to move and to act. What the change in colours do however is allow for certain units to attack twice if they have the same colour of mana as long as they don’t move. It’s an extra layer in the strategy as it applies as much to your forces as it does to your enemies.

The rest of combat is “pretty easy”. Set up on a hexagonal board, each unit can move a certain amount of spaces per their turn and then either attack an enemy or perform a supportive action such as healing or increasing their attack or defense. From there, as it’s a hex based grid, you’ll have to be careful on how you line your units up as some spaces will not allow you to attack at a range as you will no longer be line of sight, while other positions can land you into the perfect flanking positions or the worst ones.

What I loved / hated about flanking is that you can technically flank a unit three times because of how the hex grid is designed. This allows for some rather neat “ambushes'' if you hold your initiative for just a little while or if you play your cards just right and get lucky that the enemy moved right where you wanted them to. There’s a learning curve to get it right depending on your unit setup and which faction you decided to go and see first as it’s an open choice and I have no regrets having seen the Elven Alliance first. The hate would be sometimes you think something is going to be great only to find yourself double flanked and potentially rather dead.

If there’s one thing that I would have a complaint about it would be the speed of combat. Just about the rest works rather well from moving around the main map, teleporting to and from the main base, checking out your unit formations and equipment loadouts, but combat takes a long time especially against archer units that keep running away all of the time. I would like the ability to speed it up either to 2x or to 4x the normal speed as the increase in speed would not detract from the thrill of winning or losing. It would simply make things a bit smoother especially when there are almost twenty people on the field and each and every one gets at least one action.

Finally, a quick note for multiplayer, as it currently stands the option was disabled to try so we’ll try to take a closer look at that on full release as I’m quite curious how this new style will affect the player versus player approach that is listed.

     Will Disciples: Liberation include multiplayer? Yes. You can battle with a friend in two-player online skirmishes

Summary

So overall, even with the shift of the Disciples series with Disciples: Liberation to a more real-time and turn-based tactics RPG than the older entries of “player versus player” styles, it’s in good shape. The shift isn’t a bad one but as mentioned above, a few small tweaks could definitely help to polish this off even further regardless of if you decide to drop into this dark and intriguing world on the PC or on the consoles at the beginning of next month.

Score: N/A








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Sudden Strike 4: European Battlefields - XB1 Review


Sudden Strike 4: European Battlefields is a near-perfect example of why RTS and Strategy games have a home on consoles. Though RTS juggernaut Blizzard Ent. has released genre titans StarCraft and Warcraft on console in years past to mixed reviews, they were not able to do so with the level of success that the good folks at Kalypso have managed. Though it is not a perfect title, Sudden Strike 4: European Battlefields is a wonderful realtime strategy game that succeeds where others have failed, and that is largely in the use if a controller rather a keyboard and mouse, not to mention Sudden Strike 4 is an excellent World War II RTS game in its own right.

The Sudden Strike franchise has been around for nearly 20 years and, miraculously, has been able to stand toe-to-toe to more widely known cross-genre World War II series such as Call of Duty, the original Battlefield titles, Hearts of Iron, IL-2 Sturmovik, Company of Heroes and Commandos. Being included in that group of world-renowned titles is no easy feat, yet Sudden Strike rightfully owns a spot amongst them and outside of the natural excellence of a first person shooter on console, few of them have been willing to cross the border to Xbox or PlayStation. With Sudden Strike 4: European Battlefields, Kalypso has helped bring it to consoles and has done a damned fine job of doing so.


Though RTS titles sit most comfortably on a computer where the ability to micro and macro manage is far easier, Sudden Strike 4, like the Halo Wars franchise seems to sit right at home on the console. Yet with clever control schemes, selecting your units is easy and intuitive so navigating the 20+ campaign missions (based on real-life battles) spread throughout the Axis, Allies, and Soviet Union parties during that gruesome time period.

Where I believe some of the success of Sudden Strike 4 on console can be attributed is in its lack of basebuilding, where precise and fast placement is key; instead Sudden Strike works more like the more recent Dawn of War titles, where the game focuses more on battles with periodic (and often crucial) reinforcement drops. In fact, Sudden Strike 4 feels more like a point-and-click action game rather than a traditional RTS title and I believe that is a large part of why it feels just so *right* on console. That "arcadey" feels a bit more visceral than the relatively detached atmosphere most RTS titles have, though in retro that may be related to the fact you need to maintain protection of your supply vehicles and support personnel.


Given the lack of basebuilding and the crucial task of protecting your lifeline, moving in a slow and tactical fashion is a necessity as mistakes can be brutal and often mission-ending. Rushing in infantry is a great way to watch your foot soldiers get turned into pink mist by a well-placed enemy artillery strike; on the flip-side rolling your armor in like it's nobody's business is a sure way to see the vehicles crippled and waiting for destruction. Tactics and careful planning, especially given the lack of regular reinforcement and resupply, can bring about some extremely tense situations … And that is nigh-perfect.

World War II was not a simple warmachine, birthing countless G.I.s and impenetrable Shermans or Panzers; it was a tragic, bloody, and horrific time in human history and the struggles of the men and women in combat do really come through in some of these missions. The focus on tactics and less on pumping out waves of units can contribute to a difficult learning curve, especially given the unfamiliar controls, but careful planning and moving slowly can see your ragtag platoons and battalions win the day.


As Sudden Strike 4: European Battlefields provides gamers with the core game as well as the Road to Dunkirk and Finland - Winter Storm campaigns, fans of the tactical RTS genre will have plenty to keep them busy and when the campaigns have been beaten, there are plenty of maps (13) to play in the single-player Skirmish mode or various multiplayer modes to enjoy (not my personal cup of tea, but they are enjoyable to those in the mind for classic skirmish or Domination modes). The excellent focus on tactics and intelligent aggression combined with stunningly rebuilt late-1930's to mid-1940's battlefields, Sudden Strike 4: European Battlefields should be lauded for its successful adaptation of the RTS genre on console.

Now if only others would follow suit …

Game Information

Platform:
Microsoft Xbox One
Developer(s):
Kite Games
Publisher(s):
Kalypso Media
Genre(s):
Real Time Strategy
Mode(s):
Single Player
Multiplayer
Other Platform(s):
Sony PlayStation 4
PC

Source:
Provided by Publisher



Article by Robert
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