Playtime:
21843 minutes
While it could use some polishing, this has turned out to be one of my favorite games. As a former Naval Action player who felt the open world experience was very lacking in that title, Ultimate General: American Revolution is the merging of economic, political, naval and land action I've been looking for in a game of this time period. For something that tries to combine all of these complexities into one game experience, I've overall been impressed.
The land combat in this game is like a blend of UG: Civil War and Empire: Total War. It's an easy system to learn. Combat tends to progress at the same pace you would expect in UG:CW. I like the ability to bunch up infantry units into larger groups for quick deployment, and split them into smaller detachments when the AI attempts to flank you. The AI will consistently try to stretch out your forces to gain the advantage on your flanks, so cavalry and skirmishers play an important role. As expected, the British enjoy an immense advantage in military quality early in the game. Trying to throw a similar number of militia armed with civilian muskets against the battle-tested redcoats frequently ends poorly. This game's campaign is not intended to progress quickly, particularly for the Americans. Successful strategy early on will involve slowing the British down (rather than trying to overwhelm them on the open battlefield), biding your time to purchase or manufacture better weapons, drawing out smaller enemy detachments from larger forces, and choosing your battles wisely. Don't expect to start a new game and just walk into Boston in a couple of weeks. You may perform well in the first tutorial battle at Concord (with friendly reinforcements), but things get much more difficult afterwards. When you think you have sufficient armies, a British invasion force will land and quickly humble you (and it's unlikely you'll ever be properly prepared to fight the elite Hessian forces who land in New York - tough fight!). Establishing a strong economy is the key to to putting you on equal terms with the British regulars several game-years into the campaign, when funding professional fusiliers and military-grade muskets / artillery becomes feasible.
For the former Naval Action player, the sea battles and ship models will be familiar. The concepts of keeping the weather guage, maintaining proper range, stern rakes etc. still apply. While the ship combat isn't as detailed as in NA, the format in this game is better suited for managing larger sea clashes. Capturing a ship as a prize, particularly early in the game, can be very rewarding: sell it on the market for needed gold. Or repair it, assign it your own captain, and send it out on its own ventures for your cause. Protecting your own sea trade routes is important in this game, as is raiding your enemy's trade routes and plundering their resources. Ships are expensive to build, expensive to maintain, and each will have its strengths and weaknesses. The crews and ships will gain experience over time, with 3 tiers for leveling (much like the system in Ultimate General: Civil War). These tiers can focus your ships on gunnery, rigging or boarding. I've had the most fun pairing the agile / fast (and hard-hitting) Hermione with a heavier 4th rate frigate and taking on British fleets 2 or 3 times larger for an enjoyable challenge. For the Americans, it is difficult to finance a proper navy early in the game to compete with the British. Things become easier later in the campaign if you can gain alliances with the French or Spanish, whose navies will greatly assist in the balance of power on the waters.
While this game is no city building sim, I do appreciate being able to build and upgrade the settlements and cities. Produce manufacturing, tax / merchant buildings, shipyards, forts, barracks, schools, colleges, structures that maintain or enhance loyalty, and carefully grow your agriculture facilities to prepare for the brutal winters. On that note-whenever you think you have enough provisions to feed your citizens and army, you probably need 10 times more. The campaign will give large crop yields during the summer and fall seasons, which must be fully taken advantage of. Failure to stock provisions in the warehouses of your cities will result in huge loyalty hits from your citizens (or even rebellion), and desertion in your armies / poor morale. An army marches on its stomach, and you don't want to end up with your own Valley Forge moment. It is easy to focus on mining infrastructure early to acquire badly-needed raw materials for manufacturing, but getting those crops built is an important priority. Aside from infrastructure and buildings that benefit food provisions, you will constantly be short on construction materials (which you need for building anything). Lumber mills are crucial for producing these goods and you'll probably want them in most-if not all-your settlements. The fur trade is particularly lucrative in the campaign, so targeting settlements with these resources is beneficial early. Just try to stay on good terms with the Indian tribes during your hunt for furs, as much of it will be found around their territories. Having a war with the British on one side and the natives on the other is a quick way to get overwhelmed early on. This game is intended to be hard, and most will find it challenging-particularly on the more advanced difficulties.
I'm a big fan of games that require you to develop your economy, and this game has a detailed one. While it becomes easier to understand after a couple of campaigns, I found learning how this system works to be the more difficult aspect of the game. A couple of YouTube videos were more helpful in explaining how to understand the basic concepts (unlike many of the in-game tips). While I have enjoyed all of the Ultimate General games, I feel like the area where most Game Labs products falls short is tutorials. Nothing is easily explained or demonstrated. While I often enjoy figuring game mechanics out on my own, many players may find this lack of game education frustrating. Handling the economy may seem overwhelming at first, and understanding what resources you are short on, what your current resource incomes are, and how these resources tie in to manufacturing or trade may be a bit of a head-scratcher. But if you are patient with learning how this game's systems work, it's enjoyable. The gamer who wishes to figure everything out in the first 10 or 20 hours will likely want to pass on this one.
For anyone coming from the Ultimate General / Admiral, Total War, Hearts of Iron or Civilization series, this game is a winner. I find it to be a melting pot of features from all these series. I do agree with some reviewers that with the unpolished nature and occasional bugs present, the purchase price could be considered high. Is it expensive for most gamers? Probably. Would I consider it too expensive for the entertainment it provided me? No (particularly if you enjoy history or the Revolutionary War era). None of the issues I have encountered have been particularly negative to the overall game experience. After around 200 hours of gameplay, I've yet to encounter a single crash. As a casual gamer, I'm running an ancient 4690K build with a Titan X GPU, and the game's performance has been pleasantly smooth. I imagine most modern builds would run this without a hiccup.
With the future of Game Labs apparently up in the air, it remains to be seen if this game will continue to be developed in the long term. It feels like it's still in the beta stages with places reserved in the game for additional content. It seems like this game is off to a great start based off what I've played so far, which makes me all the more hopeful that it could be even better with future updates. Time will tell.
👍 : 18 |
😃 : 1