Rebel Inc: Escalation
121

Players in Game

236 😀     28 😒
82,05%

Rating

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$7.49
$14.99

Rebel Inc: Escalation Reviews

App ID1088790
App TypeGAME
Developers
Publishers Ndemic Creations
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Online PvP, Co-op, Online Co-op, Cross-Platform Multiplayer, Steam Leaderboards, Steam Trading Cards, Stats, Steam Workshop, Includes level editor
Genres Casual, Indie, Strategy, Simulation
Release Date13 Oct, 2021
Platforms Windows, Mac
Supported Languages English, Japanese, Simplified Chinese, French, Italian, German, Spanish - Spain, Korean, Portuguese - Portugal, Portuguese - Brazil, Russian, Traditional Chinese, Turkish

Rebel Inc: Escalation
264 Total Reviews
236 Positive Reviews
28 Negative Reviews
Very Positive Score

Rebel Inc: Escalation has garnered a total of 264 reviews, with 236 positive reviews and 28 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Rebel Inc: Escalation over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 1997 minutes
Masterpiece.
👍 : 0 | 😃 : 0
Positive
Playtime: 186 minutes
good
👍 : 0 | 😃 : 0
Positive
Playtime: 605 minutes
cool game
👍 : 0 | 😃 : 0
Positive
Playtime: 1097 minutes
Needs more war crimes, 9/10
👍 : 4 | 😃 : 0
Positive
Playtime: 534 minutes
I killed more civilian then the terrorist did 10/10
👍 : 3 | 😃 : 2
Positive
Playtime: 149 minutes
Plague Inc but its more skill based bc its RTS
👍 : 1 | 😃 : 1
Positive
Playtime: 2002 minutes
Please tell me you guys have a plan to feature the eastern war in europe as a game, where you have to manage escalation, and can play both as the aggressor and defender, in a head to head multiplayer game maybe too
👍 : 1 | 😃 : 0
Positive
Playtime: 1873 minutes
TL;DR: It's a step up from Ndemic's first title, Plague Inc., but I wouldn't recommend it unless it's on sale. [h3] Positives [/h3] [olist] [*] Terrain matters now, and maps/scenarios are different. [*] Simplified game loop for the better – one new dimension (military) to micromanage, providing some strategy. [*] No more popping the stupid DNA bubble. [/olist] [h3] Negatives [/h3] [olist] [*] The really annoying pop-ups still come up (just less often). [*] Game design is stale (see below). [*] Repeated events that you can't automate away and are just annoyingly stressful. [*] They still haven't fixed a bug which makes it impossible to win (you can't negotiate with the insurgency and the insurgency is now immortal). [/olist] Rebel Inc. shares the same flaws as Plague Inc. It has some severe game design issues, which become painfully obvious when you play on Brutal or Mega Brutal: [list] [*] It's still just Plague Inc. with a coat of paint and some bells and whistles. It still follows probability, resistance, and outcome design. [*] It's still way too formulaic: get this, get that. [*] There's no concrete feedback between stability and civic investment; one initiative can flip everything. [*] The gameplay still feels extremely random rather than strategic. [*] The reputation system is just as annoyingly unfair as the cure system was in Plague Inc. [*] The added anti-cheese mechanics are just stupid. [/list] [h3] Explanation [/h3] 1. Plague Inc. follows the design of three areas you can invest in: - Spread – how easily your disease can spread around the world. - Resistance – how likely it is for humans to find out about the disease and how hard it is to cure. - Outcome – how likely they are to die from the disease. This is pretty much the same in Rebel Inc. but somewhat simplified: Stability is what you're told your initiatives influence, which then trickles down to eliminating hostiles and converting neutrals into supporters. 2. Because it mostly centers around Plague Inc.'s resource and map design, you don't have many options that do fundamentally different things. It feels more like a checkbox experience rather than an actual in-depth experience. For instance, I would love for us to focus on: - Financial victory - Cultural victory - Militaristic victory with each being a stage you can invest in depending on the map and your personal preference for strategizing. Instead, it's all boiled down to a bland stat booster to the very simple mechanics that exist in the game. 3. Due to the very simple nature, it can feel completely random when “supporters” decide to support you. You can bombard them with investments and they MIGHT support you, causing a lot of games to be lost due to this absurdly delayed feedback. 4. A personal pet peeve is that I just don't like a hard resource limiter that punishes strategic thinking. I understand that removing the cure or reputation in both games allows for turtle strategies, but I would counter that at least with Rebel Inc. you could have had so many other avenues to counteract turtle strategies being the go-to approach, whether that be sleeper cells, double agents, or other “enemy from the inside” paranoia mechanics that could topple a beginner relying on turtle strategies. 5. When Rebel Inc. was released, there were a few cheese strategies you could do. Most of them weren't practical cheese. One such cheese was that you could endlessly threaten the rebels (as long as they were still holding territory) and thus gain theoretically endless reputation (it gave you 3 reputation each time you did it, while slightly making the rebels stronger). Now, however, after you threaten them enough, the game will start to magically convert supporters into hostiles at a rapid pace (to a comedic degree), despite the fact that this is only a cheese strat you can do once you've already stabilized the insurgency. At the end of the day, I'm fine with no cheese strats as long as the remedy isn't absurdly tilted in the opposite direction (i.e., not doing the Paradox Interactive approach of game balance). [h3] Conclusion [/h3] In the end, it's a game I play from time to time, but every time I return, it leaves more bitterness than fondness. The same can be said about Plague Inc. to an even greater degree of bitterness, but you can at least excuse it for being mostly a copy of the original Flash game and for being Ndemic's first game. However, given their latest title is coming soon, I'm not holding out any hope for it.
👍 : 2 | 😃 : 1
Negative
Playtime: 3832 minutes
To start, the player gotta read wiki to understand how supporter system works in actual numbers. Some call it a feature, but I feel the dev could do better if it is so essential that a player is forced to losing in spans of minutes. Otherwise stick with casual, and sometimes even that doesn't help. The coalition meta is stupid too. Essentially the game boils down to 1. Keep moving two/three coalition soldiers and contain insurgent. The player lose if the player ran out of coalitions. 2. Divide zones into buffer zones and safe zones. Address safe zone concerns before it was even reported. The player lose if two stabilized zones were not achieved by around ~2007. So the players remain are those who are great at execute single minded meta strategy and could memorize the concerns on each map. Tactic? forget about it. It is just rapid pre-moving coalitions soldiers. Sure, there are RNGs. Guess what though? Coalitions. Economy? Well, with the support pressure so high. Players start to feel numb when they were so deep in debt created by a requirement from previous successes. Different commander? Well. Coalitions. Cheating is fun at least. Those are hardly cheating for the players weren't "experienced" with meta. The player could spend 4 extra cheated soldiers to corner the entire insurgent zone and only get attacked from two zones away by teleporting nether insurgent from portal. So guess what. Back to meta. Yes. Even with cheating, you are trapped in the meta!
👍 : 1 | 😃 : 0
Negative
Playtime: 274 minutes
This game is actively making me want to become a terrorist by the amount of times I lost to them on this game 10/10 would terrorize people again
👍 : 2 | 😃 : 1
Positive
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