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Age of Miracles: Planetfall Review

Age, Miracles, Planetfall, Review


I assure you that I have done my best to find something deeper under the surface of Age of Miracles: Planets Fall to show its true brilliance. I really have on the surface, it screams "hidden gems": lots of SyFy channel space cheeses, scattered among rich and rich types. Civilization through XCOM in an ideal environment. perfect. With any conventional wisdom, you will think that if you scrape it long enough, the lock on the top will give way to some buried treasure. There will be some B movies, Star Cavalry gold coins are waiting, reserved only for those who continue to dig patiently and diligently.

if. Keep exploring the Age of Miracles: Planet Advent, and you will definitely find some impressive depths, from the technical tree to unit modification to character customization-unfortunately, only the twelve-page restaurant menu has depth and it is only It's depth. Deeply inspired feelings of fear and regret, maybe some resignations and sighs: there are a lot of terrible things here, and I will spend a lot of time trying to overcome it, and there is probably no one like if it was left alone it is good.

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AoW has a lovely retro strategy atmosphere: a small map of Planetfall, bottom right.

This feeling has also become worse than it should be in many ways, because "Age of Miracle: Planetfall" cannot explain itself well. In fact, it seems confusing about what needs to be explained. Age of Miracles: Planet Fall presupposes that it is a hybrid of two outstanding but very complex types. You can manage mountainous cities on a hexagonal tiled world map, get resources, advance through tech trees, move troops and conquer your way into more territories-all of them are very civilized (actually all Very civilized 5, just like the Miracle Age of 2014) 3 is also). Also, when you fight, it depends on the level of turn-based tactics. You control an army of up to six troops and move on their own tile-based maps with full and half cover, expanding the point of action and increasing the hit rate. Therefore, Civ and XCOM crossed.

The problem is that, although the explanations of the meaning of "units" in the teaching tasks of the game are puzzling, the broader principles (including 4X and turn-based tactics) cannot be fully explained. An example: I know to study multiple winning conditions and find their place in one of the game menus-but I play a lot of Civ. Will newcomers know to look for? Or where to look? Do they know that you need to enter the city's sub-menu to find the residents of the city (called "colonial" in this case) and rearrange them into the most efficient order of resource conservation? Do they know how to adjust the economy for a single end goal?

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I couldn't find any overlays, but please pull away all the way to get a pretty useful map overview.

In a tactical battle, after a certain period of time or certain specific conditions, how can an enemy unit that looks like a suppressed flower become a huge alien nightmare, crushing everything on its road? ? (Honestly, I don't even know how this works, it happened once, even in the game encyclopedia's entry on large units, it doesn't explain how it happened, and since I haven't seen it happen Ever-I just know it was a disaster for my poor dwarf. All this is more focused on the work done by other games (such as XCOM) to instill your principles on a task-by-task basis and make you do Works brilliantly.

At the same time, the movement and the initial tutorial drag you and your army to every corner of every target on the map, putting you in an open world, but actually want you to follow a linear path. This is an attempt to use a more traditional RTS campaign, which is a good idea, but it does not fully integrate with the impulse to expand on its own. If anything, it moves you away from the foundation, rather than nudges you towards the foundation. Add some very weak tooltips (we all know how important a good tooltip is in this game), and the only way you really want to learn is to make mistakes, and in the course of twenty hours , The error may be a little blackjack. The best thing about a grand strategy like this is to make everything sing: the study of this technology tree led to this mod, which was used locally and was driven by this skill of my commander. The more the game confuses it, the more fun it can play.

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The game's turn-based tactics lack the crispness and clarity of some opponents, but are still very interesting. If you don't pay attention, you may also be attacked by multiple fortified forces on the map, namely full war style.

However, there are results. Although the game actively borrows from others in genre, at least it does threaten to add something weird. For example, global maps are laid out not only in hexagons, but also in wider areas. Each department has a fixed location in the middle where you can find a city with a specific city creation unit or you can colonize it, which can be done faster with any unit and transform the department Produce farms for resources, neighboring cities. You ca n’t place two cities side by side. Some departments have better resources than others, so it quickly becomes a rather fun game. It can lay out your colonies as efficiently as possible while taking into account the neighbouring cities. Colonial ownership and battle for control of the city. Others do everything possible.

That's it, by bringing new things to the table. Fantasy age: Planetfall actively borrowed money from its peers so much that it began to surpass your flattery and move somewhere bordering derivatives, but this is science fiction, it encapsulates everything in it, and actually falls Already. This setup is promising because the great civilization network of mankind in the future is spread across planets and systems, and suddenly there is no way to communicate with each other. Just after waking up from the cold sleep, you appear, and after all the planets have begun for a long time, each planet has fallen into its own chaos, which is at least interesting in principle. Unfortunately, the reality is that the clichés of the genre broke records: huge disasters, nothingness, stupid people, bug people, robots, blockbuster movie universe scores. Even some classic Android space brothels and captains of the renegade linger.

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Left-hand diplomacy is basic but functional. You can also customize faction leaders and their characteristics for inactive scenarios, which is great.

In any game with the slightest scent of "future", any number of these are forgivable, even necessary or expected, but if you don't plan to really get involved in anything in a lot of interesting science fiction themes, provide , Then at least some curtains must be provided. A little sense of humor, self-awareness or any kind of pain-but this doesn't exist yet. In contrast, the potentially rich and complex sci-fi taste is just a drop of blue dye in tap water. If "Age of Miracle: Planetfall" wants to borrow without giving back-if it wants to be part of a genre that lives and dies by petty things-it must do a good job. What about flavor text, sound design, and small animations that can make your leader or unit stand out? How does the marvelous, sinister, and cynic atmosphere of an outstanding 4X game world make you start exploring the future, and exploring the future's mania? Or most importantly unexplainable atmosphere -In a way that seems to be caused by a lack of literalness-Are you picking from anything really great in space?

I'm frustrated with Age of Wonders: Planetfall, it's more frustrated than I should be. It's an honest job, a well-functioned, well-functioned strategy game. Compared to some, turn-based tactical battles are imprecise, but they are still pleasing and exciting enough, and you can do a lot of research if you are really ready for the challenge. Grand strategy is still enough to attract a round-Goofy's style trap almost Flattering. It's too wasteful to see the game freely tap into its outstanding influence and get anything useless from it.



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