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Showing posts with label Real Time Strategy. Show all posts
Showing posts with label Real Time Strategy. Show all posts

Atre: Dominance Wars Now in Early Access on PC!

Samobor, Croatia, 8th. June 2026 | Ironward today announced the official launch of Atre: Dominance Wars, their real time fantasy strategy game blending 4X empire-building, tactical warfare, and god-like powers. The game is officially in EARLY ACCESS for PC via Steam and GOG.


Set in a fractured world consumed by a catastrophic event known as “The Merge,” Atre: Dominance Wars puts players in the role of immortal Elders - sorcerers who have transcended mortality and now battle for absolute dominance. Players will forge empires, command magically evolved armies, manipulate both enemies and allies, and unleash devastating magic capable of reshaping the battlefield itself.

“Game of Thrones”

In Atre: Dominance Wars, players can manipulate alliances, create temporary peace, or betray rivals at the perfect moment to seize power. Even getting conquered is not the end. True defeat happens only when you give up on total domination.

Magical prowess

Spellcraft and research define your path to domination. Invest in learning spells and developing abilities that shape your strategy, whether you unleash mutations, rain destruction upon your enemies, or manipulate the dead to fight for you.
“It was a last moment notice but reason for launching EA is that we feel we can do so much more for the campaign and future content with proper player feedback.” - Ironward

Early access content is a fully finished product that contains
  • Three Levels of campaign
  • Skirmish/Solo/Multiplayer 
  • Map Editor
  • More then 20 hours of gameplay

Built for fans of strategy experiences, Atre: Dominance Wars combines real time strategy with tactical combat and high-stakes diplomacy where alliances are temporary and betrayal is inevitable. Only one ruler can ascend.
“We are very happy with the current state of the game and we feel that this game has potential and we want to achieve that potential with our community.”
- Hrvoje Horvatek, Ironward”


Features

  • Ascend to Godhood: Unlock increasingly powerful magic and eventually gain access to god-tier spells capable of transforming entire regions of the map.
  • Strategy: Expand territories, manage cities, conduct diplomacy, research powerful unit mutations, and command armies in large-scale battles.
  • The Apocalypse: Reality itself is unstable, and a cataclysm known as the Merge will create challenges and opportunities throughout every playthrough.
  • Avatars and Equipment: Equip immortal Avatars with powerful artifacts, unique abilities, and mutated army compositions.
  • Single-Player, Co-op, and PvP Multiplayer: Compete or cooperate in a constantly evolving strategy sandbox built for replayability.

About Ironward

Ironward is an independent game development studio focused on creating deep, systems-driven strategy experiences. With Atre: Dominance Wars, the studio aims to deliver a strategy game where diplomacy, conquest, and god-like power collide in a constantly evolving world. Ironward released The Red Solstice, Solstice Chronicles: MIA, and Red Solstice 2: Survivors and it’s members are working on games like Zerospace and Band of Crusaders.

Article by: Susan N.
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Dominate the World Through a Carefully Planned Geopolitical Clash in Realpolitiks II on Xbox

The strategy title from Polish studio Jujubee S.A. was first released on PC. The Xbox Series X|S version was prepared and published by Ultimate Games S.A.


Grand Strategy Meets Modern Geopolitics

Realpolitiks II is a real-time strategy game set in the modern world, featuring three distinct campaigns. The title belongs to the grand strategy genre, where players manage an entire country. Players can lead one of over 200 modern countries, choosing any strategy on the path to world domination.

Gameplay focuses on economy, diplomacy, warfare, and technological development. Realpolitiks II also stands out for its high level of accessibility, even for new players.

With an extensive economic management system, players can implement new infrastructure projects, invest in innovation and technology, and shape trade policy. The same degree of freedom applies to political systems and diplomacy.


The game also features military conflicts, where players have full control over their units. It introduces new mechanics related to espionage activities.

Gameplay is enriched by random events. The developers have prepared over 1,000 events, from minor provincial issues to a meteor threatening humanity. As a result, each playthrough is unique.

Realpolitiks II - Key Features:

  • grand strategy set in the modern world;
  • economy, geopolitics, diplomacy, conflicts;
  • over 200 countries to choose from;
  • advanced development and technology system (700 projects);
  • over 1,000 different random events.

The release date of Realpolitiks II on Xbox Series X|S has been set for March 19, 2026.
Article by: Susan N.
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The Touhou Empires - PC Preview


The Touhou Empires by developer Neetpia and publisher Phoenixx Inc.—PC(Steam) preview written by Richard with a copy provided by the publisher. 
 
Estimated reading time: 4 minutes
Attention all fairies! You have your marching orders, it's time to fight off our attackers! Get in there and beat them up! Demolish their barracks! Steal their snacks! Ok, maybe not that last one, but this is war, so war is what you're gonna get!

The Touhou Empires is another one of those cool Touhou fangames you've probably seen floating around. This time it's in the flavour of Age of Empires, if the title is anything to go by. Well, a pretty simplified version of it, at least at the moment. Perhaps a less complicated Starcraft may be a better comparison? Either way, a base management and army building and conquest style game.


As in pretty much all Touhou titles, whether spin-off, fan made, or official, our story starts out with an incident affecting the realm of Gensokyo. A bunch of weapons start falling from the sky, raining destruction upon Gensokyo. While the residents of Gensokyo are almost all superpowered spirits, demons, or supernatural creatures and don't really have an issue, their buildings don't fare much better. To add to matters, the local fairies that pick up the weapons suddenly get a ridiculous power boost, as well as innate knowledge on how to use the tools.

No, seriously, the fairies in the Touhou universe are, like, the butt end of almost every joke. They're weak, usually low intelligence, and are kind of like the "common mob" type enemies. Now though? Now they are cavalry units, lancers, archers, scouts, and guardians. They can contend with the other forces in Gensokyo with the help of the weapons, as well as building facilities super fast. Here we have how The Touhou Empires functions: a base building "conquer your opponent" real time strategy style game. 


Like in most games in this genre, you will need to harvest resources in order to create buildings, which allows you to create and upgrade troops. You will then march your troops off to war with your opponent, or opponents. Destroy their structures, defeat their generals, and win over your foes. Those of you who've played either the Starcraft or Age of Empires games will probably understand where this is going.

Touhou Empires, in it's current state, is a simplified version of some of the more popular real time strategy games currently out there. This isn't to say it won't end up growing a lot more, especially considering there are almost daily updates to the early build demo version, but it actually might work kind of nicely for getting new players into the genre. Touhou Empire has a playable tutorial section, a multiplayer, and a story mode, and yeah, the story also has a tutorial built in and is prettty good both in story content and in tutorial quality.


Now, let's talk a bit about your available units. You have your unique units, who have different skills that can be used, but the fairies acting as the bulk of your forces actually have a rock paper scissors aspect in the current build. Archers beat Lancers, Lancers beat Cavalry, Cavalry beats Archers. Lancers are also good against structures. You have three resources to manage: wine, faith, and wood. Wine also has a beer looking symbol, so if you play the demo, just be aware of that if it hasn't been changed. You need to build structures to upgrade your units, build units to fight for you, and upgrade your base level, and all of these require certain amounts of resources.

Now, I won't claim to be all that good at these types of games, but I do find them pretty fun. Touhou Empires, in it's current state, is pretty basic but has a nice feeling to it. The gameplay and progression feels pretty reasonable, the units aren't overly complicated to get to know and use, and everything is there for you, whether it is in the tutorials or control manual. Like a hot key to select all idle units. That's really handy.

Currently the graphics aren't really anything to write home about, but they certainly aren't bad. Apart from the wine/beer mug symbol mix-up, you can tell what everything is and what's going on. Character interactions are interesting and line up with how the characters normally act in the main series, and it's a neat little adventure away from either the normal fare for these kinds of Touhou spin-off titles. There are different maps currently, although team selection is rather minimal, but it seems like more will be implemented in the future. Also, the up to six player battle map is always nice to see, whether you play with other humans or against CPUs.


After a first look at The Touhou Empires I have to say I'm liking the direction it's taking. I really look forward to the direction this ends up taking, but it certainly has laid the groundwork for all the important aspects. Here's hoping they keep up their production, and we might be seeing a really nice RTS in the future!

Score: N/A
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TOTAL WAR™: PHARAOH ANNOUNCED WITH OCTOBER 2023 RELEASE DATE

Pre-order now for exclusive cosmetic packs and entry to early access weekend

SEGA® Europe Limited and Creative Assembly™ Limited are proud to reveal Total War™: PHARAOH, the next instalment in the award-winning strategy franchise, will release in October 2023. Total War: PHARAOH will immerse players in the turbulent events of the Egyptian New Kingdom period where they’ll determine the fate of three great cultures as they fight for survival amid the cataclysmic Bronze-Age Collapse.

"There are few periods more iconic than Ancient Egypt; fraught with political intrigue, cataclysmic events and grand war campaigns, it's the perfect setting for a Total War title," said Game Director, Todor Nikolov. "As Pharaoh, you must save Egypt from the cusp of destruction and guide your people through the calamitous Bronze-Age collapse. It is up to you to either survive or fade into history."

SHAPE YOUR DYNASTY

The Pharaoh is dead, and the people of Egypt, Canaan, and the Hittite empire cry out for a new leader. Many desire the power of the throne, but the path to becoming Pharaoh is a perilous one. As the leader of these great nations, you must overcome societal collapse, face natural disasters and fight to protect your people against invaders from far off lands.

With a choice of eight Faction Leaders from three rich cultural hubs, step into their unique playstyles and take charge of deadly and diverse unit rosters. Whether you’re charming the courts as a peerless diplomat, charging into battle as an unwavering commander or causing chaos as a fearless warlord, become a leader that history will remember.

UNEARTH ANCIENT EGYPT

On your journey to becoming Pharaoh, uncover a beautifully lush and vibrant recreation of Ancient Egypt at the height of its power. From the fertile banks of the river Nile to the windswept, arid deserts of the Sinai Peninsula and the mountainous crags of ancient Anatolia, this magnificent visual reimagining brings the beauty and brutality of Egypt’s most tumultuous era to life.

EXPERIENCE EPIC DYNAMIC BATTLES

Enemy armies aren’t the only challenges to overcome on the battlefield. Lead your soldiers through sudden and dramatic shifts in weather, such as thunderstorms and sandstorms, and witness the tides of battle turn as it directly impacts the surrounding terrain. Beware the threat of fire too, as battles can become engulfed in flames, striking and spreading across the battlefield as it burns forests and damages the foundations of enemy settlements.

CUSTOMISE YOUR CAMPAIGN AND PLAY YOUR WAY

With a brand-new Campaign Customisation feature, no two campaigns will ever feel the same. Determine how you play with an extended range of campaign customisation options, such as random starting positions for all factions, detailed resource settings, the ability to toy with natural disasters and much more. With an abundance of options, stack the odds against yourself for an added challenge or become an unmatched power to breeze your way to victory.

PRE-ORDER NOW

By pre-ordering now, players can gain access to a Pharaoh’s trove of early-adopter bonuses including the ability to take part in an Early-Access Weekend, the Avatar of the Gods Cosmetic Pack, and the Heart of the Shardana Cosmetic pack. For more information regarding each, please visit the Total War: PHARAOH FAQ.

Pre-order now from the Total War: PHARAOH store.

WHAT IS TOTAL WAR?

Total War is a strategy game, where turn-based civilisation management and real-time strategy battles with thousands of troops and war machines collide in a unique gaming experience. On the campaign map, lead your chosen race and manage their empire in matters of diplomacy, economy, and military strength. Command great heroes and customise them with a wealth of options pertaining to skills and personal quests. Strike the balance between survival and conquest as you expand your empire.

For more information about Total War: PHARAOH and the other Total War games in development, visit https://pharaoh.totalwar.com and follow us on Facebook and Twitter. Subscribe to Total War’s Youtube Channel for future news about gameplay videos.
 

Article by: Susan N.


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Real-Time Strategy Title 'Warpaws' Pits Cats and Dogs Against Each Other in 2023!


Aalborg, Denmark — Sept. 16, 2022 —
Warpaws, the real-time strategy game where dogs and cats duke it out in a lighthearted alternate world using WWII-inspired armaments, developed by Slipgate Ironworks and 2B Games and published by Fulqrum Publishing, lets fur fly on PlayStation 5, Xbox Series X|S, Nintendo Switch, and PC in Q1 2023.


Time to answer the age-old question: what’s better, cats or dogs? Warpaws invites us to find out in all-out war through the lens of classic, cartoon-inspired art with slapstick. Command canine corps or feline forces and utilize superior planning and strategic abilities to capture key control points from enemy units to dominate the map.

Unleash strategic carnage with 16 different units in five battle-torn biomes. Deploy spies for stealthy showdowns, send bazooka-wielding soldiers to dominate skirmishes on sand dunes, or assemble a mix of gunners, engineers, and fiery pyros suited for any engagement. Each unit stands on its own; instead of replacing them with direct upgrades, all characters have their own specialties.

Battle through a single-player campaign or compete against other players in a variety of multiplayer modes. Call upon a trusted ally and take down AI forces in a co-op mode, duke it out in online versus mode matches, or become the King of the Hill champion. Master each map — Desert, Polar, Lava, City, Islands — and take advantage of terrain. Destroy frozen lakes to drown platoons, lead opponents into snowstorms, or even trick them into swimming with sharks.

As big fans of the Bitmap Brothers’ Z, we always loved the idea of making our own strategy game that focused more on engagement than resources,” said Daniel Mortensen, Game Director, Slipgate Ironworks. “Warpaws is our chance to make good on that dream, and we hope you enjoy playing it as much as we enjoyed creating it.

Warpaws will be available on PC in 2023. Follow Fulqrum Publishing on Twitter, Facebook, and YouTube, or join the Discord for up-to-date information.

About Slipgate Ironworks

Slipgate Ironworks is a game development studio located in Aalborg, Denmark, comprised of industry veterans and talent, having worked on both indie and AAA titles for the past 2 decades.

Slipgate Ironwork’s first title was the critically acclaimed Rise of the Triad, under the Interceptor Entertainment name.

Since then, they’ve been involved in a range of games, including, Ghostrunner, GRAVEN, Rad Rodgers, and most recently, Tempest Rising, their new AAA Real Time Strategy title.

To learn more, please visit their official website.

About 2B Games

2B Games is a studio founded by veterans with over ten years of experience in creating a range of recognized and award-winning commercial projects from the AA+ segment, published on many platforms.

Their developers have worked on titles such as: Get Even, Painkiller: Hell and Damnation, War Mongrels, and Seven: Enhanced Edition.

To learn more about 2B Games, please visit their official website.

About Fulqrum Publishing

Fulqrum Publishing is a global games publisher with a diverse portfolio of titles, that includes both in-house and independent productions. Fulqrum Publishing has successfully launched over 100 game titles including the critically acclaimed series – King’s Bounty, Men of War and Space Rangers. Recent releases include such games as Ancestors Legacy, Deep Sky Derelicts, Fell Seal: Arbiter's Mark, Forgive Me Father, & more.

For more information about Fulqrum Publishing and their games, please visit the official Fulqrum Publishing website.

Article by: Susan N.



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The Unexpected Quest - PC Review

The Unexpected Quest by developer Rionix and publisher PQube LimitedPC (Steam) review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 7 minutes


Over the summer I had the chance to sit down to Rionix and PQube's The Unexpected Quest while it was being showcased during the Steam Summer Festival. Having been fully released, this interesting puzzle based Real Time Strategy will keep you busy for a good couple hours.

As unexpectedly as the quest that I was on, this might actually be the shortest review I've ever written. Just about everything that needed to be said was said over the summer when I had the chance to sit down to stages one, two and four as the demo skipped over three.


Starting with two townsfolk, it's up to you to start gathering resources in order to take down barricades and build up the buildings that you're going to need in order to push further. Barracks, Wizard Towers and Forges each need to be built per stage in order to overcome the challenges whether they be through might or mental prowess. To be fair, most of it is taken care of through might because your town's folk have to chop down trees and use their pickaxes against stone blocks before the fighting even begins.

Through the barracks you can recruit warriors, archers and wizards which can each only take on targets of those specifications. This is really why The Unexpected Quest is a "puzzle" based real-time strategy. Enemies of each of those types will be roaming around each map and it's up to you to make sure you're ready to encounter them to move on past. Each enemy type has a level and if your unit is of a lower level, they'll quite easily die unless you use potions and shields on them. To even the score, you'll need to find items that boost each unit type as well as spend gold to increase their respective unit type's level through the forge.


And that's really it. Rinse. Repeat. Sadly eight stages and five hours later you're done. The only thing that could possibly prolong the experience are stars that can be acquired on each level for an achievement. This basically means not losing any units, finding all the treasures and doing all the side quests. After that the adventure is simply over.

Now to play devil's advocate, while I did enjoy my time with the unexpected quest, and while I would have liked more, even with the deadpan ending, it answered about the time that it should. The main reason for this is that every single stage starts off with you having to build from scratch. You can't carry resources over, you can't carry buildings over, and you can't carry units over. All of this has to be done each and every single time making it quite long after a while especially when you had a good rhythm going. The only thing that actually carries over are items in your inventory such as being able to start your units off at a higher level, potions for healing, and items to boost resource production.

Summary

So on the note that it ends, I believe we can expect more unexpected quests in the future. In order to progress though, the series will need a few modifications to be done to the style in order to make it more interesting as the current formula gets a little stale after a few hours as the only thing changing was the stage layouts and puzzle aspects of what had to be done before what.

Otherwise if you've been looking for something in the real time strategy vein that's been very slim pickings of late and are up for a little bit of puzzle solving, The Unexpected Quest may just be worth checking out.

Score: 7.5 / 10






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The Unexpected Quest - PC Preview

The Unexpected Quest by developer Rionix and publisher PQube LimitedPC (Steam) preview written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 4 minutes

As part of the Steam Summer Festival, Rionix and PQube released a demo for an intriguing Puzzle based Real Time Strategy called The Unexpected Quest. With your ship having capsized in a storm, some of those that survived set out in order to light beacons for the other survivors but like any journey, it’s not without its trials and obstacles along the way and those that nature has provided will be the least of your worries.

Real Time Strategies like the Command & Conquer, StarCraft or the Age of Empires series were very prominent back in the day but we haven’t seen much in the style in the recent years. We’ve seen hybrids such as the SpellForce series that has recently made a return and it’s these entries that show that you don’t just need to focus on resource gathering and troop building, there can be more to it than that, and that’s where The Unexpected Quest comes in. A bit in its title, I had not expected to find such an interesting blend of puzzle elements in a Real Time Strategy as you need to collect resources and remove obstacles in order to face off against the enemies that are heading your way.

Probably one of the most prominent features is that you get to see almost everything upfront. You don’t need to massively scroll around a large map uncovering a fog of war, instead, everything is just about in front of you allowing you from the start to set out how you’re going to approach a situation. Currently there are only three stages available however while the first gets your feet dry as you just came out of the ocean, the second gets them wet again as you head into battle against zombies that are currently trying to eat the townspeople that you’ve come across and the third introduces one of the larger maps after you’ve run away from the zombies.

What I found interesting, and maybe this makes it an RTS-lite, is that you don’t need to select your workers to tell them to do something. Instead, you simply need to click on what needs to be picked up or built and they’ll do it. The same can be said for your enemies. If you need them to be taken out, you simply click on them and then one of your soldiers will charge forward in order to do battle. You can queue up actions for each of these units which helps as a worker can only bring one bag of gold or one unit of food at a time. Building structures is the same thing, only one worker can be working on this so just make sure that if there’s a lot to pick up that you’ve taken care of before building to make things go faster. Just make sure to not queue actions up around an enemy as your worker will run away screaming.

For combat, while the same approach does apply as mentioned above where you simply need to click on an enemy, your unit types themselves can only do battle against specific foes. Warriors will face off against warriors and beasts of the same caliber. Archers will go up against archers or flying units. Finally Wizards will go up against foes of the arcane. Also like your workers, you can’t send in two or three warriors against one zombie or giant spider. Instead, everything is one-on-one so if there are three separate enemies to be taken out, you have to send three separate units simultaneously and make sure you have some healing on hand as they may need it.

Thankfully, you can stack the odds in your favour by leveling up your troops’ weapons at the armory or keeping items that boost their levels on hand. What I really found neat was that these boost items don’t stack so a gauntlet that raises both your Warriors and your Archers will render the sword and the bow that you have useless. This is great in that you have a limited on hand inventory, but in the worst case, items can always be put into a chest for later usage and can be carried over to the other stages.

So while there are currently only three available stages, The Unexpected Quest is something that I would love to see more of once it’s finished. Currently it feels rather polished but it’ll be interesting to see where things go from the currently six showcased stages on the main interface.

Score: N/A


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Alpha Sign-ups Available for The Red Solstice 2: Survivors


SEPTEMBER 24TH, 2019 - Developer Ironward today announce that alpha sign-ups for their sequel to the best-selling original, The Red Solstice 2: Survivors are now open.

Accompanying the announcement comes the second in a planned series of trailers exploring the gritty sci-fi world and its emboldened survivors who stand as the last bastion against an unfathomable alien menace.

To join the fight players will need to sign-up to the mailing list to get alpha access and stand against the insidious virus that threatens to consume the universe.

The Red Solstice 2: Survivors blends real-time tactical action with in-depth strategy and planning in a world where humanity's last survivors are beset on every front. Join with your friends for up to 8-player co-op in a tense struggle for survival through squad-based battles that mix the fast-paced action of Helldivers with the thoughtful strategy of games like X-COM.

The Red Solstice 2: Survivors lead developer, Hrvoje Horvatek said: "One of my favourite movies of all time is Aliens and the idea of creating a game that embodies this, with the right feeling, is something that always inspired me.

After playing the Night of the Dead map mod for Warcraft 3 I first caught a glimpse of that atmosphere I had imagined, and this inspired me to create my own mod for Warcraft 3, Night of the Dead: Special Ops, which became hugely popular at the time and ultimately led to the creation of The Red Solstice franchise."

Alpha sign-ups are open now. You can check out the previous gameplay teaser trailer on YouTube to get a greater sense of the atmosphere the sequel is looking to invoke.


About The Red Solstice 2: Survivors

Sequel to the best-seller The Red Solstice. Plan your strategy, then infiltrate a real-time tactical battlefield, alone or with up to 7 squad members. Can you show cunning in combat to stay alive, and fight for the future of humankind?

It's the year 117 After Earth, and corporations rush to secure dominance over the last remnants of humanity. It's up to you to take command of your squad, fight the powers that be, and find a cure to the virus that threatens to end mankind.

Across both a deep strategy layer and engaging real-time combat missions, you'll need to think on your feet to survive in this hostile world and determine the fate of the planet. Choose your mission, design your load-out, then take to the battlefield and lead your squad to victory.

Playable in single-player or with up to seven friends, The Red Solstice 2: Survivors combines tense claustrophobic action with careful strategic planning to create a sci-fi experience like no other.


About Ironward

Ironward is a Croatian game development studio launched in 2014 who have released two games set in The Red Solstice universe, and are currently working on developing the third title, The Red Solstice 2: Survivors.

This small but dedicated team focus on providing a unique gaming experience for their players by implementing new and creative gameplay mechanics.



Article by Susan N.
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Hell of Men: Blood Brothers Releases September 23rd


La Chapelle-Launay, France – September 17, 2019 – NATO vs Russia war-themed real-time strategy game Hell of Men: Blood Brothers will be released on Monday, September 23 on Steam.

Hell of Men: Blood Brothers presents an imaginary conflict in which NATO forces are concerned about Russia's annexation of Ukraine. Lead two brothers through 6 different missions to fight against the Russian army.

“Hell of Men: Blood Brothers features realistic gameplay mechanics”, says Dylan Ganuchaud, CEO at Whacky Squad Studio.

Hell of Men: Blood Brothers contains 4 additional game modes: solo campaign, solo skirmish, cooperative, and multiplayer for up to 4 players. The game will be available in Early Access for 6 months approximately.

Features

  • Real-time strategy.
  • NATO vs Russia World War III context
  • Innovative mechanics that reward thoughtful and strategic players.
  • Simulation: cover system for infantry, class combinations, vehicles with firepower...
  • Environment domination.
  • 4 game modes: solo, solo skirmish, Cooperative, and multiplayer

Additional Information



About Whacky Squad Studio

After his studies, Dylan Ganuchaud chose to return to these first dreams. Those of creating video games and transporting players to new worlds because what he loves most is telling stories. In 2019 he created Whacky Squad Studio with the first project Hell of Men: Blood Brothers –a skirmish strategy game in the context of World War III.



Article by Susan N.

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Conan Unconquered - PC Review

Conan Unconquered, given its development team’s pedigree, is a solid RTS that should tug at the heartstrings of those of us that grew up in the era of Command & Conquer, WarCraft: Orcs & Humans, and Dune. However, with Conan Unconquered there is a break in the age-old real-time strategy genre. Bringing in interesting elements to a mode of real-time strategy that was popularized by the release of The Are Billions. Adding new elements, such as heroes, Conan Unconquered has brought something interesting to the horde-mode style of RTS that has seen popularity. In fact, it may even be enough of a shift that it could do what WarCraft III: Reign of Chaos did with its expansion of hero characters in a real-time strategy title.

If you are one of the few that have yet to experience this new trend in real-time strategy, I strongly urge you to pick up Conan Unconquered. Rather than the atypical turtling or base-building found in more traditional RTS games, you will find that scouting and army management are the core focus. Why? Because you will be assaulted by hordes of giant scorpions, spiders, humans, and lord knows what else from Robert E. Howard’s brilliant universe.


Conan Unconquered is, ultimately, a simple clone of They Are Billions, changing minute things like how and where resources can be gathered, unit balance, and overall appearance. However, that is not to discount what CU does, as it introduces the use of hero characters, two to start and as you continue forward you can unlock more, each with their own unique combat styles. I naturally enjoy using Conan because, be real, he wields a massive sword and smites his foes with mighty swings. What is not to love?

For starters, something you might not love is the sheer size of the User Interface; it is ridiculously massive. Now, I get that screens/displays can get to huge resolutions, but in a game designed specifically to fight off waves and waves of enemies, where you need to meticulously manage your real estate (since it is absolutely at a premium in horde-wave style games) and guide your armies to precise locations. Instead of seeing this wide field of view, you will spend your time panning all over the place. Add in the crazy (yet awesome) dust storms that appear, it can get downright frustrating because of all the panels all over the place.

A comparison to They Are Billions is inevitable, and while Conan Unconquered feels a bit like a reskin at times, there are some interesting new elements. Weather being one of them; as you are working on gathering resources to fuel the defense of your encampment, dust storms will approach that severely limit your visibility, and worse yet, remove the ability to tell which direction the horde will appear from. This information is key to survival, since in early games you will not be able to have a huge force behind each wall of your city. This means you will need to frantically pan around the map trying to determine which direction they are coming from. A tedious new mechanic, but the spirit of it is there. In late game it is less of an issue, given the ability to field more units, but early game? It can be absolutely devastating.

Conan Unconquered

They are Billions

All said and done, and though lacking in any real creativity outside of a few aspects like hero units and weather, Conan Unconquered is a wonderful horde-mode real-time strategy game. Following a campaign that moves you through the various stages of surviving in the wastelands, Conan Unconquered’s campaign is really just a matter of training for the skirmishes that you really should get into, because that is where the real fun begins. An unfettered and uncontrolled sanctuary of chaos, this is something I imagine is absolutely perfect for Conan of Cimmeria and his band of raving mad lunatics. While there have been one or two Conan games in the past, it was not until I sat down and sunk 30 hours into Conan Unconquered that I realized that I truly felt like the ancient barbarian. That? No simple clone of another game could do that, and the feeling of being Conan is truly unique.

While it is no genre-defining title like Command & Conquer, Conan Unconquered is more than just a worthy successor to a team of developers known for their storied past. Excellent graphics, if troublesome user interface, and a pacing that will have you both glued to the seat and your heart beating with the very drums of war. Conan Unconquered should without a doubt, be in every RTS fan’s library.

Game Information

Platform:
PC
Developer(s):
Funcom
Publisher(s):
Petroglyph
Genre(s):
Real Time Strategy
Mode(s):
Single Player
Online Coop
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Robert
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Conan Unconquered Releases Early on Steam!


OSLO, Norway – May 24th, 2019 – The upcoming RTS game created by the Command & Conquer veterans at Petroglyph is now due to release late afternoon on May 29th, one day earlier than previously announced.

“We're eagerly looking forward to launch and to getting Conan Unconquered into the hands of players. The game has really come together and although the skill cap is high, it's tremendously fun to play,” says Lawrence Poe, Chief Product Officer at Conan Unconquered publisher Funcom.

The upcoming RTS has already received positive previews, with several journalists comparing it to the highly successful game They Are Billions. The game has a number of features that set it apart from the other games in the genre, however. Among them the fact that you control a hero, as well as the army you amass. Also, the game’s co-op mode and the newly announced challenge mode, in which players can challenge one another on a unique map with a unique leaderboard, look to be welcome additions to the RTS genre.


About Conan Unconquered


Conan Unconquered is a strategy game set in the barbaric world of Conan the Barbarian where you must build your stronghold and assemble an unconquerable army to survive the savage hordes of Hyboria. Wave after wave of increasingly more difficult enemies will rush at your gates and you will need to manage resources, research new technologies to advance your defenses, and recruit an ever-growing army if you are to save survive utter destruction.

You can choose to play the game entirely alone in single-player, but Conan Unconquered can also be enjoyed in full two-player co-op allowing for a truly unique, shared multiplayer experience. Players share a base, but both can freely construct new buildings and amass an army to reach their common goal.

Similar to games such as They Are Billions, the enemy hordes will keep coming at you and how long you can resist the invasion depends entirely on your ability to build your stronghold and lead your army. Gameplay is real-time, but you can also pause at any time to issue commands and start construction of new buildings. Battles will be bloody and savage with players having to deal with anything from fires raging through their stronghold to piles of corpses spreading death and disease.

The savage horde is at your gates. Will you fall or will you remain unconquered?

System Requirements

Minumum: Windows 7, 8 or 10 (64 bit) 8GB of RAM Core i3 (dual core) @3Ghz+ or equivalent Intel HD Graphics 620 or DX11 graphics card w/ minimum 1GB dedicated RAM Storage – 10GB

Recommended: Windows 7, 8 or 10 (64 bit) 8GB of RAM Core i5 (quad core) @3Ghz+ or equivalent Nvidia Geforce GTX 970 or AMD RX580 or better Storage – 10GB

The game is currently available for pre-order on Steam and via www.conanunconquered.com.



ABOUT FUNCOM

Funcom is an independent developer and publisher of online games for PC and consoles. Funcom has provided outstanding entertainment since 1993 and continues to expand its track-record of more than twenty released games. Titles include 'Conan Exiles', 'Secret World Legends', 'Age of Conan: Hyborian Adventures', 'The Longest Journey', 'Anarchy Online', 'The Park', and 'Dreamfall: The Longest Journey'. For corporate information please visit www.funcom.com. Funcom is listed on the Oslo Stock Exchange under the ticker FUNCOM.

ABOUT CABINET

The Cabinet group consists of Cabinet Entertainment, a tv/film financing and production company, as well as Cabinet Licensing, a consumer products division which manages and develops global entertainment franchises in all forms of media, including motion picture, television, and the gaming, publishing and toy/collectibles industries. Our portfolio consists of well-known brands such as Conan the Barbarian, Kull of Atlantis, Solomon Kane, Mutant Chronicles, Mutant: Year Zero, and Kult.

ABOUT PETROGLYPH STUDIOS 

Based in Las Vegas, Petroglyph has over 30 employees with many team members coming from Westwood Studios, creators of Command & Conquer. They’ve been responsible for a range of tactical and strategic PC games including Star Wars: Empire at War, Grey Goo and the recent ‘8-Bit’ RTS series. They are also currently developing the remaster of Command & Conquer to be released by Electronic Arts.


Article by Susan N.
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Warhammer 40.000: Battlefleet Gothic – Armada 2 - PC Review


In a shocking twist, given the yearly barrage of absolute garbage Warhammer titles, the latest offering in the long-running Warhammer 40k universe from Tindalos and Focus Home is actually pretty damn good. Following up on 2016’s relative snooze-fest that was Battlefleet Gothic Armada, Tindalos improved on a great many features and aspects of the grimdark space-naval strategy title. While I can be severely critical of the Warhammer name, I was pleasantly surprised that the mix of Warhammer and space (two of my favorite things) worked out extremely well.

Battlefleet Gothic Armada 2 is a rock-solid realtime strategy game set in the dark reaches of space and pits you against hordes of heretics … or xenoes, or any number of nasty badness from the Warhammer 40k universe. Set across three separate campaigns, the Imperium of Man, Necrons, and Tyranids, Battlefleet Gothic Armada 2 will teach you the finer points of broadsiding, ramming, and boarding throughout its course. The real kicker? Not only is it challenging, but it is actually quite fun… Not something that I would normally say about a modern Warhammer title. Kudos to Tindalos and Focus Home for really doubling-down on user feedback from the first title and delivering a solid, challenging, and immersive gameplay experience set in the 41st millennium.

Wile nobody would call any of the three single-player campaigns exactly ground-breaking in their storytelling, it should be noted that there is a certain high-octane edge to each of the missions and their corresponding storytelling elements. From rushing to support the apparent fall of Cadia to seeking revenge on those who would do you wrong, each mission is structured well and follows a comfortable crescendo of events leading to some great moments throughout each race’s playthrough. The cinematic in-game cutscenes mixed with the almost comic-book like scenes that act as filler between the action blend well together and help set the atmosphere quite well. While there is plenty to read throughout the campaign, the voice acting, of which there is aplenty, is absolutely top-notch; the cast that Tindalos put together brings some excellent energy to Armada 2.


For those that might have skipped out on the first Battlefleet Gothic Armada that is okay (it really was a rather bland game that brought little to the table) as Gothic Armada 2 can easily be played without having experienced the first. If we were to break it down to super simple terms, BGA2 is a realtime strategy game full of units with special, almost hero-like abilities that you control on a 2D plane set in space around Cadia. As you progress through the story more ships will be unlocked, which you can then build / order between missions, that have more unique or specialized roles. These ships are bought with points, no different than how they would be if you were playing the actual Warhammer 40k tabletop game, which I thought was a nice touch.

Once you have your fleet put together you move on to the missions, which tend to be full of explosions and ships careening into one another. Where unit collisions in many other strategy / RTS titles are simply handled by atypical model collision (i.e. they just sort of bump into one another and then move about their day), in BGA2 it acts as an actual attack. That’s right folks … you can set thrusters to full power, brace for impact, then ram the son of a … You know what I mean. The battering ram aspect of BGA2 just refuses to get old, especially if you can sandwich an enemy ship between two of your own … It is an incredibly difficult move to pull off, and risky since you can damage your own ship (catastrophically I might add) since friendly fire is a thing here, but if it actually hits, the damage is intense.

Something else to get used to here is that there are few homing weapons in BGA2 so that means you need to do a bit of predictive mathematics on the fly and fire your weapons at where the enemy is going to be. For me it was far, far easier to simply close distance, do what I can to ram the hell out of the enemy ship, then while turning for maneuvers, simply broadside the bejeezus out of them. This resulted in some super great explosions… and a lot of restarts on my case because I would get a little overzealous for the Emperor and it would result in massive damage to my fleet, something I could not recover from.


Restarts are okay though, since the ships are absolutely stunning. True to form, the Imperium of Man’s ships are hulking citadels built on thrusters that have had turrets welded onto them; in fact they are some of the best looking Warhammer 40,000 models I have seen to date. I would do naughty things for a free-flowing camera mod that would allow me to take grandiose pictures of my Imperial navy… Necron ships are equally impressive, though I have always gotten a bit of a Ferengi feel from them and that just ruins the gravity of that particular race. Tyranid ships are easily the most interesting, with their organic composition and the fact that each ship is uniquely animated; in fact some look downright creepy. I love it.

There are a great many moments in Battlefleet Gothic Armada 2 that can be both frustrating AND exhilarating and the distinction can be found in little moments; from that first successful battering ram to placing all of your hope on a long-range shot that misses by just a hair, these moments are numerous and welcome. While my heart still aches for a Warhammer 40,000: Dawn of War (the first one) in space, with hundreds of spacefaring units on screen, smashing and bashing and crashing, Battlefleet Gothic Armada 2 is a pleasant substitute. With its gorgeous models, bountiful explosions, excellent sound design and voice acting, and an interesting story for each of its campaigns, Battlefleet Gothic Armada 2 is a worthy entrance into the very small cadre of excellent Warhammer 40,000 titles. Well done Tindalos and Focus Home, well done indeed.

Game Information

Platform:
PC
Developer(s):
Tindalos Interactive
Publisher(s):
Focus Home Interactive
Genre(s):
Real Time Strategy
Mode(s):
Single Player
Multiplayer
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Robert
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Valkyria Chronicles 4 - PS4 Review


Over the years Sega's Valkyria Chronicles series has seen some ups and some downs when it has come to getting releases into the hands of players. Having originally released in time where Western gaming had become dominant, this almost niche turn and real time based hybrid had gone unnoticed. Still seeing the worth of the series though, it did receive two sequels on the PSP before being quiet for quite some time before the recent release of the spin-off Azure Revolution back onto the main consoles. Going back to basics, Valkyria Chronicles 4 returns to the Second Galian War with another point of view as you join a cast diving into the heart of the enemy instead of defending what little has not yet been conquered.

What has always made this series interesting isn’t just the fact that it blends both turned based and real time elements together to form a unique hybrid. While this keeps things fairly interesting even twenty or thirty hours down the line, it’s more the story book approach that truly makes it work as you can do as much or as little as you want in one sitting. Presented in the form of a diary, each chapter of this recounting is split up between animated cutscenes, comic book like panel and sorties in which you lead your forces into battle.

Valkyria Chronicles 4, compared to the first, and I unfortunately without a localization cannot compare it to the third (the second is the only “sequel”), is a notch above the rest that I’ve had the pleasure to sitting down to. Getting the basics out of the way, VC4 looks, sounds and plays like Valkyria Chronicles. One could in a form argue that this was laziness as the only thing done was re-skinning the various new characters and armored vehicles but they would be wrong and possibly re-mastering the audio somewhat. They would be wrong.


While VC4 looks, sounds and plays like VC, it does so no more than Dragon Quest does on its many entries letting you know what you are sitting down to while experiencing something brand new and fantastic. The new cast and direction of the story going on the offensive instead of dropping back to the final lines of one of the last standing bastions of the federation made for a thrilling tale mixed in with its own roller coasters of emotions.

As far as the first was concerned, Welkin and Alicia’s tale was a bit more on the fairy tale side of things as while they were not afraid to kill off an important character, their rag tag group otherwise sailed through their challenges and defeated one of the most powerful of the Valkyrur (humans born with the potential of the legendary Valkyria) and the Crown Prince of the Empire. In contrast to this, Claude, Raz, Kai and then Riley, are part of an elite squad of rangers known as Squad E. They form the best of the best but even then, there will be losses and unlike their counterparts currently fighting to keep what’s left of the Federation, and their own home of Gallia safe, their desperate dive through enemy territory on a spear head attack to their capital conveys many more emotions as it often reminds you just how bad things are and how much worse they can get during a war.

Often not holding back its punches, VC4 in a sense can be split into almost three parts that while run on the same “mechanics”, offer vastly different experiences meaning that dirty tricks used in one segment won’t really work in the next making you have to not only often have to improvise, but often have to be willing to be flexible. The core gameplay once you’ve taken to the field is simple. Each turn contains two phases. Your phase and the enemy phase. While you’ll be starting off first just about the entire campaign, there are moments in which you do not and let’s be honest for a moment that it gives you a better appreciation that you often go first even if the odds are often hugely stacked against you.


Starting off, you’ll for about ninety plus percent of the story be using Claude in his tank. Side to that, you’ll often be able to place up to seven other units and be able to call in two more for a maximum of ten on the field once your first phase has started. That’s ten units often to the enemy’s twenty, thirty, or more once their own reinforcements show up. Each of your units can be selected from the several classes available to you. Each has its own perks and are designed for specific situations, and though while some can perhaps cross over slightly from time to time, no one class is a substitute for another.

Scouts, my personal favorite and often the first to be leveled up, are the units that move the furthest. Their default weapons have five shots and a decent range before eventually being able to launch grenades once they’ve hit level ten. Shocktroopers move slower, have heavier armor and sport both machine guns and flamethrowers. Their range isn’t as good as the Scouts but they have the benefit of being able to use their flames to dispatch enemies behind cover instead of grenades which would otherwise destroy the cover and require an Engineer to fix it.

Engineers are like your mini-medics. Medics will only show up if an ally falls in battle and you either give an order to have them evacuated or an ally picks them up. If you don’t, they die. So that’s where these fabulous troops come in. With higher healing powers, they can move just under a scout, use the same guns as a scout and also repair barricades, disable mines and repair tanks. Why not just use them? Because unlike the Scouts, they aren’t as tough or as good with the weapons that they are equipped with.


In regards to being stocked on ammunition, most classes have infinite ammo short of the one grenade per turn. Both Snipers and Lancers fit into this category. Snipers can pick off targets at incredible ranges but cannot take a hit while Lancers have a fair range but are designed as your anti-tank weapons with their explosive armaments. Finally, new to the mix is the last of the low ammunition stock group the Grenadier. They launch one of three different forms of ammo, standard which goes boom on most things, anti-personnel which doesn’t let troops stand a chance and then anti-tank which were amazing to have especially with the sheer range.

So in order to use any of these units once they’ve been placed upon the field, you’ll have to use Command Points (CP) which you are given at the beginning of every turn. If you choose not to use all of it, it can be carried over to the next turn just make sure to not carry over too much or it will be discarded. Using CP is as easy as hovering over the unit on the overhead map and then selecting them to take them into action. Once you’ve done this the camera pans downwards onto the field where the real time elements take place. You’ll be shot at all the way up to where you decide to take your shot.

This is where everything happens and where you can either play to everything’s advantages or get destroyed by not thinking things through. Scouts, Shocktroopers, Engineers, Grenadiers and Snipers after level ten, can perform what is known as intercepting fire. This means that while you are running around, these class types as well as whatever bunkers, turrets or tanks lying around will be opening fire upon you. The accuracy of all of the above, especially the tanks and bukers, is fairly on meaning if you’re not careful you can lose your unit before you’ve even either reached your goal or take the shot you wanted to.


With the introduction of the Grenadiers, the overall flow changes as their range is not only incredible, their shots rain from above and make fairly large explosions. Cover from aerial shots can now be found scattered about the battlefields and while in the beginning don’t matter to your tanks, even this eventually will when the anti-tank shells are brought out for both sides to play with. Speaking of tanks, this along was an upgrade for the experience as using a tank used to cost 2CP. Now? Now not only does it cost one, but you have your main tank, eventually obtain an APC and then a second tank later on. No longer is it a powerful be all / end all, but it’s a useful tool to have and often? Losing your tank finally doesn’t mean losing the mission.

Now while the basics don’t change, how they are used changes dramatically as the chapters move forward receiving even tutorial notifications into the seventeenth chapter! The original VC’s concept was good but when it came to the battle it could get rather repetitive as it was often the same thing just on a different layout and a different loadout of enemies. VC4 takes things differently as not every mission is a full scaled war. Sometimes you have to split up two groups in order to sneak through a forest where one acts as a decoy or the other acts as the hidden support. Other missions give you only several units cut off from the rest and it’s literally do or die as there are no reinforcements to be had. It’s just who you picked and I hope you picked well.

If things are not going well though, you can always get Claude to put out orders as long as he has not been taken out of the field. Issuing Orders takes up a portion of your CP and can range from one to three depending on how “good” the order may be. Issuing a medivac for example will only cost one and can sometimes be worth more than trying to get one unit over to their fallen comrade. Other orders can increase the destructive capabilities against tanks which becomes very useful especially later on when you have a slew of units prepared for anti-tank warfare. Increasing dodge rates can also be effective especially if you’re trying to move several troops into position but other times? Issuing a restocking of ammo is worth so much more than trying to get your Engineer running to each unit that needs it.


Those are just Claude’s orders. Halfway through you get access to a Battleship that while limited in amount of what it can do per battle, has its own style of orders available. The ship can use a radar to spot enemies where do not currently have line of sight. It can bombard a location with heavy cannons which is all sorts of fun when you don’t want to have to take each unit out separately. And finally it can issue either a medical order to heal up all units and evacuate your fallen ones or re-sortie any of your tanks or the NPC that was taken out by enemy forces. Each of these only costs one CP, but there’s a limit of one per turn and a maximum of two per battle so they should not be used carelessly.

The last, and perhaps my favorite addition to the series, is the ability to “Command” on the field. This option lets any of your Squad Leaders, units that provide more CP by being on the field, to take up to two other units with them instead of having to move each one separately. This can only be done once a turn, but it allows for a Scout with the highest movement range to bring along a Grenadier or a Sniper into place much faster than they would otherwise be able to on their own. While it can be argued that there’s also an APC now available, the units moving together, especially if it’s a Scout and two Shocktroopers, all three will open fire on the same target. It’s very useful.

The flow of these mission types work very well as there are some battle in which the scale is so big, that even the PS4 Pro lagged a bit trying to compute everything that it had to when going from the top view map into the real time third person action. If they throw two in a row you can be sure that the next one will be a bit more low key or different in order to spice things up or even down as too many large scaled battles like that would become tedious especially with the fact that there’s no saving once it’s started so if it takes an hour? That’s an hour that you hope the power didn’t go out and with the storms near my place of late? It happens frequently even in the middle of a city.


It’s with this in mind though that the flow of the gameplay changes twice. The first is into chapter eight and nine in which it stops being so much about fighting against humans and having to start worrying about monstrously designed tanks and the power of a Valkyrur. Often in these battles just trying to survive is hard much less making your goals. It really changes the dynamics as the tank in question will require a lot more thought and you can’t take out the Valkyrur, and unlike VC, you don’t have one of your own. New strategies immediately became needed, older ones were now useless, and the thrill ride continued like this until you finally take them both out into chapter sixteen.

After this point the gameplay settles back into the older style against generally normal opponents as you aim to finally put an end to the war by storming the Imperial Capital. The curveballs are far from over and even if you end the war? No one said that the story was over yet! In order to even get this far though, you’ll have been going through many missions and depending on how well you succeeded in them, you’ll have been getting ranks based off of that performance. The higher the rank, the higher the experience granted to level your troops and the higher the cash flow in order to upgrade your troops, your tanks and your ship’s (yes you get an actual battleship for support) capabilities.

Often though, it won’t be enough in order to keep up with the strength of your enemies as you’ve been moving toward the Imperial Capital in order to put an end to the war. To compensate for this, Skirmishes become available as the chapters unfold allowing you to go back again and again if for nothing else than to grind out experience and money to better your forces. There are no stories attached to these and thankfully they tend to not take very long as it’s a pure battle but not ones with plenty of strategy involved as often you’ll be strong enough to plow through and finish in no more than ten or fifteen minutes compared to the thirty or forty that a standard mission will take. An hour in the later chapters if things get sideways.


Almost in a way to compensate for this, are Squad stories that happen to the side of the main campaign. These tiny chapters unlock and become available as you put units on the field together. Do you know which troops will lead to one of these stories? No you don’t. Mixing, matching, and just deploying the various units that you have together is the only way to unlock these. Are they worth it? They are because it adds a more human element to your forces than simply them being a different skin of the other beside them in the class class. This leads into one of the last factors of what makes this whole damned thing so good,

Each of your possible units is in a way unique. They are people. No two people are the same. Some are stubborn, some are clumsy, some are competitive and others unfortunately are racist. Yes, racist. In this world you have dark blue haired people known as Darcens and they are looked down upon. Some will state that “it’s not that I’m racist but…” and receive a negative to their performance. Another will flat out scoff. The same can be said about people with social anxiety, they perform better out in the field on their own unless they happen to be with their best friend or in the case of my favorite Scout unit Curtis, his sister who after their Squad Story no longer give each other negatives but really decent boosts.

It may not sound like much but even just this little detail makes all the above worth it and may even go as far as to have you put units on the field that you may not necessarily use expect in order to give boosts to another. At the same time, it will also make you consider the overall unit placement as you won’t want a man who’s afraid of being close to women surrounded by them as more often than not they were half of the troops deployed because of their Potentials and because they were Squad Leaders.


Finally, I want to highlight just how amazing the voice casting was. The main cast alone is incredible and they work so well together. The same can be said about the secondary cast that makes up your units and the little bits of screen time that they get when you enter a Squad Story. The emotions of the words are as clear as day and often cut worse that the words alone on the screen would have. The raw emotions become easy to be swept up into and when you take into consideration that this story is one of war, the love whether it be between friends, family or someone important shines that much brighter as it could be gone the next moment and the loss is that much worse when it happens.

Whether into the first chapter and learning what is going on or into the last chapter where emotions have run both high for you and the cast of characters, Valkyria Chronicles 4 is fantastic. The way that the series has been designed continues to shine both for how it presents its story and for how it showcases its gameplay. The hybrid system continues to evolve without compromising what made it so great in the first place making hour thirty just as good as hour one, if not even better because of how far you’ve had to come with the amazing experience before you.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
SEGA
Publisher(s):
SEGA
Genre(s):
Strategy
Turned Based Strategy
Real Time Strategy
RPG
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox One
Nintendo Switch
PC

Source:
Provided by Publisher




Article by Pierre-Yves
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