Fans of Patrick O’Brian rejoice, now you can channel your inner Captain Aubrey and take command of an 18th century sailing ship in the early access game, Naval Action. Creaking sails, strained rigging, and the rush of water all set the stage. The time period is probably around 1800, though some of the games features make it feel like it’s happen in the golden age of piracy, or about a hundred years earlier.
February is bringing some really awesome looking games. For the shortest month of the year we are getting a full load of games. The one that’s topping my list is Crusader Kings II : Conclave. But Xcom 2 is right behind it. To make choices even more difficult, the sequel to Pillar of Eternity’s White March rounds out the month. Here’s some more detail for you.
There’s rose covered glasses, and then there’s DOS emulated screens. Memories tend be an odd thing, especially very fond memories of video games past. As we grow, and the games we’ve played grow, how do the old ones stack up?
One of the first war games I ever recall playing was V for Victory : Velikiye Luki. I was probably about 14 years old at the time and had no concept of the history behind the game. For me the Germans were some sort of parody from Hogans Heroes and the Russians just a generic bad guy. But man, I sunk some time into those scenarios.
Initially I wasn’t going to step foot into reviewing Early Access games. It’s a realm of great ideas, marketing, fluff, and little substance. An idea for a great game is significantly different than a great game. Now we get to watch the process from shitty early access game all the way to shitty released game.
It’s kind of like sausage. You probably don’t want to watch. Getting the finished product is much better.
But, unfortunately, in our era of gaming we have a shitload of games in Early Access. As such, it’s worth taking a look and wading through the idea and getting to the substance.
Flashpoint Campaigns : Red Storm Review
was developed by On Target Simulations and released by Slitherine Ltd in 2013.
You take on the role of an all seeing Commander for either the NATO forces, or the incoming Warsaw Pact forces. As the game lays it out, the Warsaw Pact has struck while NATO was woefully unprepared. In fact it looked like the Cold War was coming to an end. Game wise it sets the tone for NATO to be the defender, and also scrambling to hold the border.
Flashpoint Campaigns has one very unique mechanic that elevates this game beyond just another hex and NATO counter game. Orders.
I regain consciousness on the sandy shores of some distant beach. Waves lap gently against the shore like some long lost summer vacation. It takes me a moment but finally I get up. The sea stretches out beyond me. Turning about I get my first shock.
Naked men. Lots of them. This beach has more sausage than Oktoberfest. Behind them is a hill, rocks, forests, some strange looking fortresses rise up, and what could be a distant satellite dish.
Where the hell am I?
It’s not often that I get sucked into a game on an emotional level. A level where I’m actually genuinely curious about where the path of the protagonist leads. In most games you are a bystander, you’re separated from the choices. As visceral the graphics, as intense the story, you’re still just a person clicking a mouse.
Lifeline by 3 Minute Games turns what I expected out of an iOS game onto its head.
Support units are essential in the War in the East. They are your artillery, engineers, rocket battalions, and anti-aircraft. By abstracting these units it saves you a ton of time shuttling them about. But there’s still some things to know in order to maximize your effectiveness.
“Nebelwerfer and Land Mattress”. Licensed under CC BY-SA 2.5 via Wikimedia Commons – https://commons.wikimedia.org/wiki/File:Nebelwerfer_and_Land_Mattress.jpg#/media/File:Nebelwerfer_and_Land_Mattress.jpg
Support Units come in two flavors. One is Combat Support Units like Artillery or Pioneers (Engineers). The other is straight up support, or Construction Units. We won’t cover much on the Construction side for right now. But on the Combat side there’s a lot going on.
Supply in the War in the East at first seems incredibly complicated but is actually much simpler than it seems. Though like almost everything in WitE, it’s as complicated as you choose to make it.
In Road to Minsk, a 3 turn scenario, you don’t have to worry about supply at all. You can get a decisive Axis victory without ever thinking about it. But in the other Road to scenarios, and the full campaign, it becomes much more critical. But the good news, it’s not that bad.