Disappointing. While I am not very familiar with the tabletop version of Battlefleet, I can safely safely say that this game is a nearly complete letdown. I am very familiar with past PC titles like Starfleet Command, Starpoint Gemini, and Homerworld. The game very much tries to capture the real-time micromanagement of ships and systems that made these games such a joy to play.Disappointing. While I am not very familiar with the tabletop version of Battlefleet, I can safely safely say that this game is a nearly complete letdown. I am very familiar with past PC titles like Starfleet Command, Starpoint Gemini, and Homerworld. The game very much tries to capture the real-time micromanagement of ships and systems that made these games such a joy to play. Organizing your fleets and maneuvering carefully...executing special abilities and utilizing unique ship systems...using environmental "terrain" in the form asteroids or nebula to your advantage...
However, once again, we have bunch of amateur developers floundering around with a novel concept, trying in vain to pad the oh-so-important "length" of their game and make it more "marketable" by a.) establishing clear rules and mechanics, then b.) immediately allowing the computer AI to cheat and ignore those rules and mechanics in a pitiful attempt to simulate "difficulty".
Who will -LOVE- this?
+ Die-hard fans of Warhammer 40K Battlefleet.
+ Gamers that enjoy puzzle-based, reload / retry systems.
+ Players looking to exclusively focus on the game's skirmish or multiplayer modes.
Who will -HATE- this?
- Players looking for a quality, fleet-based combat game.
- Gamers that want a single-player game that challenges their strategic and tactical ability.
- Anyone who finds repeating almost every level of a game 3-10 times annoying.
What the game does, in practice, is continuously set players up to fail if they try to play according to what they were taught. For example, one of the first things introduced in the tutorial is the mechanic by which enemy craft are unidentified "blips" until something actually brings them into radar range. You may be able to deduce the class of ship you're seeing based on the speed and maneuverability of a blip, but you can't tell exactly what it is until you get closer and can actually "see" it. Then, you're introduced to a mechanic by which ships in nebula are hidden from view -- even their blips -- until they emerge.
These are stock-standard elements of the genre being reintroduced, and players will naturally assume that these mechanics can be used to mask / hide ships...just like you could successfully employ in games made 15 years ago. But almost immediately, everything starts falling apart. One of the first missions you have to accomplish is escorting 3 trade vessels from one side of a map to the other. The mission briefing even specifically informs the player that splitting up the transports will increase their chances of survival. Well...of course! The player can just use nebula and leap-frog the trade transports from point to point, keeping the enemy guessing...right? Or you can create 3 small groups and ensure they all travel the same speed, so the enemy will have no idea where the actual transports are...right? Or I can hide the main group and send a transport off on its own to draw off the attackers...right?
Nope! As soon as the mission begins, the enemy (Orks, in this case) know exactly where your transports are and B-line for the nearest. Are they hidden as blips? Nope. Are they hidden by nebula? Nope. And these Ork craft are SUPER Ork craft, able to withstand all critical hits resist outrageous levels of damage. Even though I targeted the engines of their ships on 12 consecutive playthroughs of this mission, several times using both of my destroyers and all 3 frigates concentrating their fire on one Ork destroyer...did I ever, in 12 tries, even once, disable their engines? Nope. See, that's been disabled for this mission so that it's "challenging". And the transports, well, they move at about 50% the speed of all other ships. Because they're heavy, I guess. In space. And Ork boarding parties are automatically successful in this mission -- auto-destroying critical systems and starting fires, even when the little floating message above the victim ship clearly displays "Boarding Failed". Because letting the AI cheat adds "difficulty" and "length" to the game, see?
And so it continues as the campaign progresses. I played 10 missions, and it never got better. It got a lot worse, but it never improved even a little bit. This is not a fleet-based tactical game. This is a puzzle game that requires the player to know in advance how the AI will cheat. It's like playing chess against a 6-year-old that claims, um, for the next game, uh, he gets 3 Queens to start, and, uhhh, you can't use Pawns to take Queens, and, ummm, every other turn he gets to move 2 pieces at once...! See? Now the game is "hardcore".
Graphics are very nice. Sound design is fair. Voice acting ranges from acceptable to ear-bleeding horrible. (I want to put the Imperial Commissar out the airlock.) Interface functions, but nothing great nor innovative. Multiplayer is really the game's only selling point, but you won't play more than a match or two at a time.
Largely garbage. Pass.… Expand